Cryomancer Powers (1)¶
Explore a collection of Cryomancer 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.
Cryomancer
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)
Actions
Multiattack. The wizard makes three Frostbolt attacks. It may replace two attacks with a use of its Spell Echo or Spellcasting.
Frostbolt. Ranged Spell Attack: +7 to hit, range 30ft., one target. Hit 17 (3d8 + 4) cold damage.
Spell Echo (1/day). The wizard casts a copy of the same spell it cast the previous turn, without requiring a spell slot or concentration.
Blizzard (Recharge 5-6). The wizard summons the heart of a howling blizzard at an unoccupied point it can see within 60 feet, creating a Heart of the Blizzard Token (AC/DC 12, 3 Charges). Howling wind and snow fills a 30-foot emanation from the token. Any creature that ends its turn in the area must make a DC 15 Constitution saving throw. On a failed save, it takes 24 (7d6) cold damage and is Frozen (escape DC 15). 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 15 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.
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
1/day each: Flyc, Fog CloudȻ (3rd), Greater Invisibilityc, Ice Storm, Cone of Cold, Wall of Forcec
Bonus Actions
Flash Freeze (1/day). Immediately after dealing cold damage to a target that the wizard can see within 60 feet, it causes that target to make a DC 13 Constitution saving throw. On a failed save, the target gains Frozen (escape DC 13). 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 13 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.
Misty Step (2/day). The wizard teleports up to 30 feet to an unoccupied space it can see.
Reactions
Protective Magic (2/day). The wizard casts Shield or Counterspell in response to being attacked or being targeted by a spell.