Spirit Powers (10)

Explore a collection of Spirit 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

Spirit Being

Traits

Incorporeal. The ghost cannot be pushed or knocked back. It can move through creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Sunlight Weakness. The ghost cannot recharge and loses all resistances while in sunlight.


Haunt

Bonus Actions

Haunt (1/day). The ghost binds itself to an object it can see within 60 feet. The object is Cursed. The ghost can use 5 feet of movement to teleport into the object from any plane of existance while the curse remains.


Spirit Step

Bonus Actions

Spirit Step (Recharge 4-6). The ghost uses Dash and Disengage. Any creature that it moves through this turn takes 7 (3d4) cold damage.


Spirit Flicker

Reactions

Spirit Flicker (Recharge 4-6). When the ghost is hit by an attack it flickers and teleports up to 30 feet away (including into an object).


Name the Forgotten

Traits

Name the Forgotten. If any creature speaks the ghost's name then it becomes Cursed for the next hour. While cursed, the ghost knows that creature's location, regardless of distance or plane of existance. The ghost can use an action to teleport to within 60 feet of that creature and arrives under the effects of the Invisibility spell.


Grasp of the Dead

Actions

Grasp of the Dead (Recharge 5-6). The ghost creates a 20-foot radius sphere centered on itself. Each creature in that area must make a DC 12 Dexterity save or take 13 (3d8) cold damage and become Frozen (escape DC 12). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 12 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage.


Feed on Light

Actions

Feed on Light (Recharge 4-6). The shadow extinguishes all mundane and magical light sources created from spell effects of 3rd level or lower within 30 feet. If it does so, it gains 5 temp hp for each such light source extinguished.


Shadow Invisibility

Bonus Actions

Shadow Invisibility (Recharge 4-6). The shadow casts Invisibility on itself if it is in dim light or darkness.


Dreadful Silence

Traits

Dreadful Silence. Any creature that speaks louder than a whisper or casts a spell with a Verbal component while within 30 feet of the banshee takes 2d6 psychic damage.


Possession

Actions

Possession (Recharge 6). The ghost attempts to possess a creature within 15 feet. The target must make a DC 14 Charisma saving throw. On a failure, the target is Cursed. The ghost may only have one such curse active at a time. While the curse persists, the ghost is Invisible and cannot be targeted by any attack, spell, or effect unless it specifically targets Undead. Also, the target is under the effect of the Dominate Person spell, except that the target does not repeat the saving throw whenever it takes damage. If the spell ends while the curse is active, the target becomes afflicted by the spell again on its next turn. The curse may be broken by dealing damage to the ghost or by sprinkling holy water on the target.