Wight Powers (2)¶
Explore a collection of Wight 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.
Heart Freezing Grasp
Actions
Heart Freezing Grasp. The wight reaches out to grasp a target within 5 feet. The target must make a DC 14 Constitution save. On a failed save, the target takes 10 (3d6) Cold damage and is Frozen (escape DC 14). The wight gains temporary HP equal to the damage dealt. 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.
Soul Chilling Command
Bonus Actions
Soul-Chilling Command (Recharge 5-6). The wight commands up to 6 friendly undead of lower CR in a soul-chilling voice. Each undead may use its reaction to move up to half its speed and make an attack. If the attack hits, it deals 3 (1d6) additional Cold damage.