Manticore Powers (2)

Explore a collection of Manticore Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

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Spike Volley

Actions

Spike Volley (Recharge 4-6). The manticore releases a volley of razor-sharp spines from its spiked tail. Each creature in a 60-foot cone must make a DC 12 Dexterity saving throw. On a failure, a creature takes 17 (5d6) piercing damage. If the creature fails by 5 or more, it is also Blinded (save ends at end of turn). On a success, the creature takes half damage instead.


Cruel Jeer

Bonus Actions

Cruel Jeer. The manticore targets a creature that can hear it within 60 feet with a cruel jeer. The target must make a DC 12 Wisdom save. On a failure, the target has disadvantage on the next attack roll it makes before the end of its next turn.