Plant Powers (5)¶
Explore a collection of Plant 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.
Choking Vine
Attacks
Choking Vine. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 22 (4d8 + 4) bludgeoning damage. On a hit, the target must make a DC 12 Strength save. On a failure, the creature is Grappled (escape DC 12). While grappled in this way, it cannot speak, cannot breathe, begins choking, and cannot cast spells that require a verbal component.
Entangle
Actions
Spellcasting. The shambling mound casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):
3/day each: Entanglec (no concentration)
Spellcasting
Spellcasting. The shambling mound casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):
3/day each: Entanglec (no concentration)
Hypnotic Spores
Actions
Hypnotic Spores (1/day). The shambling mound releases a cloud of hypnotic spores. Each non-plant creature within 45 feet must make a DC 12 Constitution save. On a failure, the creature is Poisoned for 1 minute (save ends at end of turn). While poisoned in this way, the target is Incapacitated
Spike Growth
Actions
Spike Growth (1/day). The shambling mound releases razor-sharp thorns, creating the effect of a Spike Growth spell (without requiring concentration).
Vine Whip
Attacks
Poison Thorns. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 7 (1d6 + 4) piercing damage and 10 (3d6) poison damage. On a hit, the target must make a DC 12 Constitution saving throw or gain Bleeding [10 (3d6) poison]. A bleeding creature suffers 10 (3d6) ongoing poison 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 at least 5 points of magical healing.