Monstrous Powers (9)¶
Explore a collection of Monstrous 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.
Constriction
Actions
Constrict. The manticore chooses a target it can see within 10 feet. The target must make a DC 14 Strength saving throw or become Grappled (escape DC 14). While grappled in this way, the target is also Restrained and takes 2 (1d4) ongoing bludgeoning damage at the start of each of its turns.
Corrosive
Actions
Corrode (Recharge 5-6). The manticore targets a creature within 30 feet that it can see and spits a glob of corrosive acid. The target must make a DC 14 Dexterity save. On a failure, the target takes 6 acid damage, and one non-magical metallic item the target carries begins to corrode. If the object is a weapon, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. If the object is either metal armor or a shield it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
Frenzy
Reactions
Frenzy (2/day). When attacked by a creature it can see within 20 feet, the manticore moves up to half its Speed and makes an attack against that creature.
Jaw Clamp
Reactions
Jaw Clamp (1/day). When an attacker within 5 feet of the manticore misses it with a melee attack, the manticore makes a Cruel Claws attack against the attacker. On a hit, the attacker is Grappled (escape DC 12). Until this grapple ends, the grappled creature is Restrained, and the only attack the manticore can make is a bite against the grappled creature.
Lingering Wound
Bonus Actions
Lingering Wound (Recharge 6). Immediately after hitting a creature, the manticore inflicts that creature with a lingering wound. The creature gains Bleeding [10 (3d6) piercing]. A bleeding creature suffers 10 (3d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 12 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Pounce
Actions
Pounce. The manticore jumps 20 feet toward a creature it can see, attempting to knock it prone. The target must make a DC 14 Strength save or be knocked Prone.
Rampage
Reactions
Rampage. When a creature within 30 feet is reduced to 0 hitpoints, the manticore may move up to half its speed and make an attack.
Swallow
Attacks
Swallow. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 21 (5d6 + 4) piercing damage. On a hit, the target must make a DC 14 Dexterity saving throw. On a failure, it is Swallowed. A swallowed creature is Blinded, Restrained, and has total cover against attacks and effects from the outside. It takes 10 (4d4) ongoing acid damage at the start of each of its turns. If the swallowing creature takes 10 damage or more on a single turn from a creature inside it, it must make a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures which fall Prone in a space within 10 feet of it. If the swallowing creature dies, the swallowed creature is no longer restrained by it and can escape by using 15 feet of movement, exiting prone.
Tear Apart
Traits
Claw Grapple. On a hit, the target is Grappled (escape DC 12).
Actions
Tear Apart. The manticore rips at a target it is grappling, releasing the grapple. The creature must make a DC 12 Strength saving throw, taking 22 (4d10) slashing damage on a failure and half as much on a success. If this damage reduces a creature to 0 hit points, it dies and is torn in half.