Toximancer Powers (1)

Explore a collection of Toximancer 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.

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Toximancer

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 12 +1 +1

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

Senses Passive Perception 14

Languages Common

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

Traits

Flesh Rot (Disease). This creature can inflict the Flesh Rot disease: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Actions

Multiattack. The wizard makes three Poison Bolt attacks. It may replace two attacks with a use of its Arcane Mirror or Spellcasting.

Poison Bolt. Ranged Spell Attack: +7 to hit, range 30ft., one target. Hit 18 (4d6 + 4) poison damage. On a hit, the target must make a DC 15 Constitution saving throw. On a failure, the target loses 1 hit die and rolls those die and takes that much poison damage. If the target is out of hit die, it is diseased with Flesh Rot.

Arcane Mirror (1/day). The wizard creates an Arcane Mirror Token (AC/DC 12, 1 Charges) in an unoccupied space within 30 feet. While the token is active, at initiative count 0 it casts a copy of the last spell that the wizard cast.

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

1/day each: Acid Arrow (3rd), Flyc, Greater Invisibilityc, Cloudkillc, Contagionc, Wall of Forcec

Bonus Actions

Sapping Poison (1/day). Immediately after dealing poison damage to a target that the wizard can see within 60 feet, it causes that target to make a DC 15 Constitution saving throw. On a failed save, the target gains Weakened (save ends at end of turn) 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.

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

Reactions

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