Undead Powers (6)

Explore a collection of Undead 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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Antithesis of Life

Traits

Antithesis of Life. Whenever a creature within 30 feet of the the lich regains hit points, it must make a DC 12 Charisma saving throw. On a failure, the healing received is reduced to zero. On a success, the creature is immune to this effect for 1 hour.


Soul Chill

Reactions

Soul Chill. Whenever a creature within 30 feet that the wight can see fails a saving throw, the wight can attempt to leech away a portion of its spirit. The creature must succeed on a DC 14 Charisma saving throw. On a failure, it gains one level of Exhaustion.


Soul Tether

Bonus Actions

Soul Tether (Recharge 4-6). The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must succeed on a DC 14 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down) and the target takes the remaining. The tether lasts until the beginning of the lich's next turn.


Stench of Death

Traits

Stench of Death. Any creature that starts its turn within 10 feet of the ghoul must make a DC 11 Constitution saving throw or become Poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the ghoul's stench for 24 hours.


Stygian Burst

Reactions

Stygian Burst (1/day). When the wight takes a critical hit, or when it is reduced to 45 hitpoints or fewer, it releases a burst of deathly cold. Each non-undead creature within 10 feet must make a DC 14 Consitution saving throw. On a failure, the creature takes 18 (4d8) cold damage and is Frozen (escape DC 14). 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 14 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. A creature that is immune to being Restrained cannot be Frozen


Undead Fortitude

Reactions

Undead Resilience. When damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie instead drops to 1 hit point.