Psychic Powers (7)¶
Explore a collection of Psychic 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.
Dissonant Whispers¶
Dissonant Whispers: The aboleth whispers a discordant melody into the mind of a creature within 45 ft. The target must make a DC 14 Wisdom save. On a failure, it takes 17 (5d6) psychic damage and must immediately use its reaction, if available, to move as far away as its speed allows from the aboleth. The creature doesn't move into obviously dangerous ground. On a successful save, the target takes half damage instead.
Eat Brain¶
Stunning Tentancles: On a hit, the target is Grappled (escape DC 15) and must succeed on a DC 15 Intelligence save or be Dazed while grappled in this way. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.
Extract Brain: Melee Weapon Attack: +9 to hit, reach 5ft., one dazed humanoid grappled by the aboleth. Hit 60 (10d10 + 5) piercing damage. If this damage reduces the target to 0 hit points, the aboleth kills the target by extracting and devouring its brain.
Mirrored Pain¶
Mirrored Pain: Whenever the aboleth takes damage, each other creature within 10 feet of the aboleth must make a DC 12 Intelligenece save. On a failure, it takes half the triggering damage as psychic damage.
Psionic Blast¶
Psionic Blast: The aboleth magically emits psionic energy in a 15 ft cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw. On a failure, a creature takes 24 (7d6) psychic damage and is Dazed for 1 minute (save ends at end of turn). On a failure, a creature 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.
Psychic Infestation¶
Psychic Infestation: The aboleth attempts to infect the mind of a creature it can see within 45 feet. The creature must make a DC 14 Intelligence save. On a failure, it takes 17 (5d6) psychic damage and is Burning [7 (2d6) psychic]. On a success, it takes half damage instead. A burning creature suffers 7 (2d6) ongoing psychic damage at the end of each of its turns. A creature may use an action to end the condition.
Read Thoughts¶
Read Thoughts: The aboleth magically probes the mind of a creature it can see within 30 feet. That creature must make a DC 11 Wisdom saving throw. On a failure, the aboleth can read the target's thoughts as per the Detect Thoughtsc spell. Additionally, when the aboleth hits the target with an attack, it deals an additional 2 (1d4) psychic damage.
Telekinesis¶
Spellcasting: The aboleth casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):
1/day each: Telekinesisc