Pyromancer Powers (1)

Explore a collection of Pyromancer 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

Pyromancer

Summoned with Foe Foundry

Medium Humanoid (Wizard)

AC 16 (Arcane Armor) Initiative +2 (12)

HP 91 (14d8 + 28)

Speed 30 ft.

Mod Save
Str 10 +0 +0
Dex 14 +2 +2
Con 14 +2 +2
Mod Save
Int 18 +4 +7
Wis 13 +1 +4
Cha 14 +2 +2

Skills Arcana +7, History +7, Perception +4, Deception +5

Senses Passive Perception 14

Languages Common

CR 6 (2,300 XP; PB +3)

Actions

Multiattack. The wizard makes three Firebolt attacks. It may replace two attacks with a use of its Spellcasting.

Firebolt. Ranged Spell Attack: +7 to hit, range 30ft., one target. Hit 15 (2d10 + 4) fire damage. On a hit, the target's speed is reduced by half until the end of its next turn.

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

1/day each: Fireball, Flyc, Heat MetalÈ» (3rd), Greater Invisibilityc, Wall of Firec, Wall of Forcec

Bonus Actions

Ignite (1/day). Immediately after dealing fire damage to a target that the wizard can see within 60 feet, it causes that target to ignite and gain Burning [5 (1d10) fire]. A burning creature suffers 5 (1d10) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.

Misty Step (2/day). The wizard teleports up to 30 feet to an unoccupied space it can see.

Reactions

Phantom Mirage (1/day). When the wizard becomes Bloodied, it creates 4 illusory duplicates of itself in unoccupied spaces within 30 feet. The duplicates vanish at the end of the wizard's next turn or when struck by an attack. When a creature makes an attack against the wizard that creature must roll a d6 for each duplicate. On a roll of 1, the attack hits a duplicate instead.

Protective Magic (2/day). The wizard casts Shield or Counterspell in response to being attacked or being targeted by a spell.