Storm Powers (7)
Explore a collection of Storm 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.
Stormcaller's Fury
Actions
Stormcaller's Fury. The storm giant calls down lightning on a point it can see within 120 feet. Each creature within 5 feet of the point must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failure and half damage on a success. If stormy conditions are present then this save is made with disadvantage.
Tempest Surge
Actions
Tempest Surge (Recharge 5-6). The storm giant sends out arcs of lightning at a creature it can see within 60 feet. The creature must make a DC 14 Dexterity saving throw. On a failure, the target takes 22 (4d10) lightning damage and is Shocked for 1 minute (save ends at end of turn). On a success, the creature takes half damage instead. A Shocked creature is Dazed and drops whatever it is carrying.
Swift as the Wind
Reactions
Swift as the Wind (1/day). When an opponent misses the elemental with an attack, the elemental can move up to half its speed without provoking opportunity attacks and make one attack. The attack deals an additional 2 lightning damage if it hits.
Used by Air Elemental, Druid, Mage
Gust and Gale
Bonus Actions
Gust and Gale (Recharge 5-6). Each creature within 20 feet of the elemental must make a DC 15 Strength saving throw. On a failure, the elemental chooses to either pull the creature up to 20 feet closer or push it up to 20 feet away. If the creature fails the save by 5 or more, it is knocked Prone and takes 18 (4d8) bludgeoning damage.
Used by Air Elemental, Druid, Mage
Lightning Impetus
Reactions
Lightning Impetus (1/day). At the start of combat, the elemental can move up to its speed and make one attack with advantage, dealing an additional 7 (3d4) lightning damage on a hit.
Used by Air Elemental, Druid, Mage
Drown Out the Noise
Traits
Drown Out the Noise. Any creature that begins to cast a spell with a verbal component within 10 feet of the elemental must choose to either take 7 (3d4) thunder damage or be unable to cast the spell.
Used by Air Elemental, Druid, Mage
Wind Walk
Bonus Actions
Wind Walk (1/day). All creatures within 20 feet of the elemental must make a DC 15 Strength saving throw. On a failure, they're pushed 20 feet away and knocked Prone. The elemental can then move up to half its speed.
Used by Air Elemental, Druid, Mage