Giant Powers (10)

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.

Browse all powers by theme

Big Windup

Reactions

Big Windup. Whenever a creature hits the ogre with a melee attack, The ogre readies a powerful strike against its attacker. the ogre has advantage on the next attack it makes against the attacker before the end of its next turn.


Boulder

Actions

Boulder (Recharge 4-6). The ogre tosses a boulder at a point it can see within 20 ft. Each creature within a 5 ft radius must make a DC 12 Dexterity saving throw. On a failure, the creature takes 16 (3d10) bludgeoning damage and is knocked prone. On a success, the creature takes half damage and is not knocked prone.


Cloud Rune

Reactions

Cloud Rune (1/day). When the ogre or a creature it can see is hit by an attack roll, the ogre can invoke a Cloud Rune and choose a different creature within 30 feet of the ogre. The chosen creature becomes the target of the attack. This magic can transfer the attack's effect regardless of the attack's range.


Earthshaker

Traits

Earthshaker. Whenever the ogre moves, all medium or smaller creatures that are within 10 feet of the ogre must make a DC 12 Strength check or fall Prone. A creature that falls prone in this way loses concentration.

Actions

Earthshaker Stomp (1/day). The ogre stomps its foot, creathing a massive shockwave. Each creature in a 30 ft cone must make a DC 12 Strength saving throw or take 18 (4d8) 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


Fire Rune

Bonus Actions

Fire Rune (1/day). Immediately after hitting a creature with an attack, the ogre invokes the fire run. The target takes an extra 5 (2d4) fire damage and must make a DC 12 Strength save. On a failure, the creature is Restrained (save ends at end of turn). While restrained in this way, the creature is Burning [5 (2d4) fire]. A burning creature suffers 5 (2d4) 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 ogre invokes the frost run. The target takes an extra 9 cold damage and must make a DC 12 Constitution save or become Frozen (escape DC 12). 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 12 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 ogre attempts to grab a creature within 5 feet. The target must succeed on a DC 14 Strength saving throw or take 10 (3d6) bludgeoning damage and be flung. The ogre whirls the creature wildly as a club, forcing each other creature within 10 feet to make a DC 14 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.


Hill Rune

Bonus Actions

Hill Rune (1/day). The ogre 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 ogre, the ogre can activate the stone rune. The creature must make a DC 12 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 ogre or another creature makes an attack roll, saving throw, or ability check, the ogre can force the roll to have advantage or disadvantage.