Giant Powers (11)
Explore a collection of 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.
Big Windup
Reactions
Big Windup. Whenever a creature hits the frost giant with a melee attack, The frost giant readies a powerful strike against its attacker. The frost giant has advantage on the next attack it makes against the attacker before the end of its next turn.
Used by Frost Giant, Ogre, Zombie
Boulder
Actions
Boulder (Recharge 4-6). The frost giant tosses a boulder at a point it can see within 45 ft. Each creature within a 15 ft radius must make a DC 15 Dexterity saving throw. On a failure, the creature takes 33 (6d10) bludgeoning damage and is knocked Prone. On a success, the creature takes half damage and is not knocked prone.
Used by Frost Giant Reaver (CR 8), Zombie Giant (CR 8), Zombie Titan (CR 12)
Cloud Rune
Reactions
Cloud Rune (1/day). When the frost giant or a creature it can see is hit by an attack roll, the frost giant can invoke a Cloud Rune and choose a different creature within 30 feet of the frost giant. The chosen creature becomes the target of the attack. This magic can transfer the attack's effect regardless of the attack's range.
Crush the Insect
Bonus Actions
Crush the Insect (1/day). The frost giant stomps down on a creature within 10 feet. The target must make a DC 15 Dexterity saving throw. If the target is prone, it has disadvantage on the save. On a failure, the target takes 27 (5d10) bludgeoning damage.
Used by Frost Giant Challenger (CR 10), Frost Giant Reaver (CR 8), Frost Giant Thane (CR 16)
Earthshaker
Traits
Earthshaker. Whenever the frost giant moves, all medium or smaller creatures that are within 10 feet of the frost giant must make a DC 15 Strength check or fall Prone. A creature that falls prone in this way loses concentration.
Actions
Earthshaker Stomp (1/day). The frost giant stomps its foot, creathing a massive shockwave. Each creature in a 45 ft cone must make a DC 15 Strength saving throw or take 40 (9d8) Thunder damage and be Dazed. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions. A creature that is immune to being Stunned cannot be Dazed
Used by Frost Giant, Zombie
Fire Rune
Bonus Actions
Fire Rune (1/day). Immediately after hitting a creature with an attack, the frost giant invokes the fire run. The target takes an extra 9 (2d8) fire damage and must make a DC 15 Strength save. On a failure, the creature is Restrained (save ends at end of turn). While restrained in this way, the creature is Burning [9 (2d8) fire]. A burning creature suffers 9 (2d8) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.
Frost Rune
Bonus Actions
Frost Rune (1/day). Immediately after hitting a creature with an attack, the frost giant invokes the frost run. The target takes an extra 13 cold damage and must make a DC 15 Constitution save or become 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.
Grab and Go
Actions
Grab and Go (Recharge 5-6). The frost giant attempts to grab a creature within 5 feet. The target must succeed on a DC 17 Strength saving throw or take 31 (9d6) bludgeoning damage and be flung. The frost giant whirls the creature wildly as a club, forcing each other creature within 10 feet to make a DC 17 Dexterity saving throw, taking half the bludgeoning damage on a failure. A creature that fails either saving throw is also pushed 10 feet away and knocked Prone.
Used by Frost Giant, Ogre, Zombie
Hill Rune
Bonus Actions
Hill Rune (1/day). The frost giant invokes the hill rune and gains resistance to bludgeoning, piercing, and slashing damage for 1 minute.
Stone Rune
Reactions
Stone Rune (1/day). When a creature ends its turn within 30 feet of the frost giant, the frost giant can activate the stone rune. The creature must make a DC 15 Wisdom save. On a failure, the creature is Charmed for 1 minute (save ends at end of turn). While charmed in this way, the creature is Incapacitated in a dreamy stupor.
Storm Rune
Reactions
Storm Rune (3/day). Whenever the frost giant or another creature makes an attack roll, saving throw, or ability check, the frost giant can force the roll to have advantage or disadvantage.