Trap Powers (2)¶
Explore a collection of Trap 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.
Snare
Traits
Snares. The scout is a skilled trapper. Unless surprised, the scout has placed up to 1 snares in its vicinity. When a creature moves within 15 feet of the snare, if it has a passive perception of 12 or higher it becomes aware of the snare. The snares can also actively be detected by a creature within 30 feet using an action to make a DC 12 Perception check. A creature that is unaware of an untriggered snare and moves within 5 feet of it must make a DC 12 Dexterity saving throw. On a failure, it is lifted into the air and Restrained (escape DC 12).
Spike Pit
Traits
Spike Traps. The scout is a skilled trapper. Unless surprised, the scout has placed up to 1 spike traps in its vicinity. When a creature moves within 15 feet of the trap, if it has a passive perception of 12 or higher it becomes aware of the trap. The traps can also actively be detected by a creature within 30 feet using an action to make a DC 12 Perception check. A creature that moves within 5 feet of it must make a DC 12 Dexterity saving throw or fall into the pit. A creature that falls inside suffers 7 (2d6) bludgeoning damage from the fall and 3 (1d6) piercing damage from the spikes. The pit is 10 feet deep and can be climbed out of using an action to perform a DC 12 Athletics check.