Poison Powers (6)¶
Explore a collection of Poison 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.
Toxic Poison
Bonus Actions
Toxic Poison. Immediately after hitting a creature with an attack, the hydra forces it to make a DC 14 Constitution saving throw. On a failure, it gains Susceptible to Poison (save ends at end of turn). A creature susceptible to poison ignores any immunity or resistance to poison that it may have. If it had no such immunity, it is instead vulnerable to poison.
Poison Dart
Actions
Poison Darts (Recharge 5-6). The hydra throws poisoned darts at a target within 30 feet. The target must make a DC 16 Dexterity save. On a failure, the target takes 20 (8d4) poison damage and is Poisoned (save ends). While poisoned in this way, the target is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Poisonous Blood
Reactions
Poisonous Blood. When the hydra takes piercing or bludgeoning damage, each other creature in a 10 foot radius must make a DC 14 Constitution save or be Poisoned (save ends at end of turn).
Venemous Miasma
Traits
Venemous Miasma. Any creature that ends its turn within 10 feet of the hydra takes 10 poison damage. If a creature has suffered this damage at least 3 times within an hour, it becomes Poisoned for the next hour.
Vile Vomit
Actions
Vile Vomit (1/day). The hydra vomits a vile substance in a 15 foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, the creature takes 66 (19d6) Poison damage and is Poisoned (save ends at end of turn). On a success, the creature takes half damage instead.
Weakening Poison
Traits
Weakeneing Poison. On a hit, the target must make a DC 16 Constitution saving throw or become Weakened until the end of its next turn. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.