Frost Titan (5e Creature)
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Gargantuan giant, chaotic neutral (50%) or neutral evil (50%)
Armor Class 17 (patchwork armour)
Saving Throws Con +13, Wis +8, Cha +8
Amphibious. The giant can breathe air and water.
Anti-mana Skin. At the start of its turn, the giant can choose to end one of the spells or magic effects that currently affects it. The giant is immune to all spells or effects that would alter its form.
Boreal Adaptation. The giant has advantage on Dexterity (Stealth) and Wisdom (Perception) checks made in ice covered terrain.
Ice Walk. The giant can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement..
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) slashing damage and 9 (2d8) cold damage.
Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage.
Winter's Smite (Recharge 5-6). The giant fuses ice power into its axe and makes an attack with it. This attack deals 14 (4d6) additional cold damage instead. Additionally, the target will become vulnerable to cold damage for 1d4 turns and lose its cold resistance for 1d4 turns.
The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn.
Charge. The giant moves up to 50 feet.
Frost titans are ill-tempered behemoths that commonly hunt alongside packs of winter wolves. Their bodies look as though carved from glacial ice, and their piercing eyes resemble pools of frigid water. They live in glacial fortresses or the most blizzard-hammered mountains, though some live on massive icebergs and travel by way of enormous watercraft.
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