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.
Toximancer
Summoned with Foe FoundryMedium 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
Blinding Sickness (Disease). This creature can inflict the Blinding Sickness disease: An infected creature's mind is gripped by pain and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is Blinded.
Actions
Multiattack. The wizard makes three Poison Bolt attacks. It may replace two attacks with a use of its Toxic Breath 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 or become Poisoned until the end of its next turn.
Toxic Breath (Recharge 5-6). The wizard exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, the creature takes 28 (8d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Blinding Sickness.
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), Cloudkillc, Contagionc
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.