Frost Giant Powers (3)
Explore a collection of Frost Giant 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.
Avalanche Charge
Bonus Actions
Avalanche Charge (1/day). The frost giant charges up to its speed in a straight line. Each creature in its path must make a DC 17 Strength saving throw or be knocked Prone. If the terrain is snowy or icy, creatures have disadvantage on the save and do not get attacks of opportunity against the frost giant.
Used by Frost Giant Challenger (CR 10), Frost Giant Reaver (CR 8), Frost Giant Thane (CR 16)
Winter's Shroud
Actions
Winter's Shroud (Recharge 5-6). The frost giant exhales freezing fog in a 30-foot cone. Each creature in the area must make a DC 17 Constitution saving throw or take 32 (13d4) cold damage. The area becomes heavily obscured, as under the effects of a Fog Cloud spell, though the frost giant can see through this fog as if it were clear.
Used by Frost Giant Challenger (CR 10), Frost Giant Reaver (CR 8), Frost Giant Rimepriest (CR 12), Frost Giant Thane (CR 16)
Chilling Challenge
Bonus Actions
Chilling Challenge (3/day). The frost giant challenges a creature it can see within 15 feet to a one on one duel. If the target does not attack the frost giant in melee by the end of its next turn, it must make a DC 17 Wisdom save or become Frozen (escape DC 17). 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 17 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.
Used by Frost Giant Challenger (CR 10), Frost Giant Thane (CR 16)