Table of Contents

Common Monster Actions

This section offers a selection of common monster powers you can apply to any quick-build monster to give them a stronger mechanical flavor, make them more tactically interesting, or reinforce their behavior in the story of your game.

Arcane Blast

This creature can make one or more ranged spell attacks, dealing acid, cold, fire, force, lightning, necrotic, poison, psychic, or radiant damage as appropriate to the creature. These attacks have an attack modifier and damage appropriate for the creature’s challenge rating (see the Monster Statistics by Challenge Rating table), and a range of 60 or 120 feet.

This attack lets you add a touch of arcane fury to any combatant.

Improvised Ranged Attack

This creature can make one or more ranged weapon attacks—firing a bow or crossbow, hurling a spear or javelin, throwing rocks, and so forth. These attacks have an attack modifier and damage appropriate for the creature’s challenge rating, and a range of 45/90 feet or as appropriate to the weapon.

With this attack, any melee combatant becomes an effective threat at range.

Telekinetic Grasp

This creature chooses one creature they can see within 100 feet of them weighing less than 400 pounds. The target must succeed on a Strength saving throw (DC = 11 + 1/2 CR) or be pulled up to 80 feet directly toward this creature.

When characters like to hang back from the action, this power can draw them right into the heart of combat. It can represent psionic ability, a spell, or mastery over wind and air. You can also adjust the power to be a teleportation effect if that fits a monster’s concept.

Source: Lazy DM's Forge of Foes