Ogre Powers (3)

Explore a collection of Ogre 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.

Browse all powers by theme

Burnbelch

Actions

Burnbelch (1/day). The ogre exhales a 15-foot cone of highly flammable volatiles. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a creatures takes 11 (2d10) fire damage and is Burning [5 (1d10) fire]. On a success, a creatures takes half damage instead.


Chaincrack

Actions

Chaincrack (Recharge 5-6). The ogre swings its chain at up to three creatures within 30 feet. The targeted creatures must make a DC 12 Strength saving throw. On a failure, a creature takes 7 (2d6) bludgeoning damage and is Dazed until the end of its next turn. On a success, a creatures takes half damage instead. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.


Wallsmasha

Traits

Wallsmasha. The ogre deals double damage to objects and structures.

Actions

SMAAASH! (Recharge 6). The ogre swings its club at a point it can see within 10 feet. Each other creature or object within 10 feet must make a DC 14 Dexterity saving throw. On a failure, creatures take 11 (2d10) bludgeoning damage and are knocked Prone. On a success, they take half damage instead. If the ogre destroys a medium-sized or larger object with this ability, it recharges this ability immediately.