Icy Powers (6)¶
Explore a collection of Icy 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.
Blizzard
Actions
Blizzard (Recharge 5-6). The cryomancer mage 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 11, 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 14 Constitution saving throw. On a failed save, it takes 14 (4d6) cold damage and is Frozen (escape DC 14). 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 14 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.
Frostbite
Actions
Frostbite (Recharge 5-6). The cryomancer mage causes numbing frost to form on one creature within 60 feet. The target must make a DC 14 Constitution saving throw. On a failure, it suffers 31 (7d8) cold damage and is Frozen (escape DC 14). On a success, it suffers half damage instead. 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 14 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.
Frost Nova
Actions
Frost Nova (Recharge 5-6). The cryomancer mage blasts out waves of ice. Each other creature within 30 feet must make a DC 14 Constitution saving throw. On a failed save, a creature takes 14 (4d6) cold damage and is Frozen (escape DC 14). On a successful save, it takes only half damage. 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 14 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.
Hoarfrost
Traits
Hoarfrost. When a creature within 10 feet of the cryomancer mage takes cold damage, it must make a DC 14 Constitution saving throw. On a failure, it is Frozen (escape DC 12) until the end of its next turn. 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.
Icy Shield
Reactions
Icy Shield (1/day). When the cryomancer mage is targeted by an attack, it surrounds itself with protective ice. It gains +5 to its AC until the start of its next turn. If the attack hits, the icy shield expodes, dealing 3 Cold damage to each other creature within 10 feet.
Icy Tomb
Actions
Icy Tomb (Recharge 5-6). The cryomancer mage creates a 10-foot radius sphere of ice centered on a point within 60 feet. Each creature in the area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 21 (6d6) cold damage and is Frozen (escape DC 14). On a successful save, it takes only half damage. 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 14 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.