Frost Giant

Monster Manual (2025) p. 124

Size
Huge
Type
giant
Alignment
neutral evil
AC
15
Initiative
3
Hit Points
149 (13d12+65)
Speed
walk 40 ft.
Saving Throws
Wis +3, Con +8, Cha +4
Skills
Athletics +9, Perception +3
Immunities
cold
Passive Perception
13
Languages
Giant
Challenge
8
Lineage
Giant
Environment
arctic, mountain
STR
23
+6
DEX
9
−1
CON
21
+5
INT
9
−1
WIS
10
+0
CHA
12
+1

Traits

Proficiency Bonus

+3

Treasure

Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Actions

Multiattack

The giant makes two attacks, using Frost Axe or Great Bow in any combination.

Frost Axe

Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage.

Great Bow

Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn.

War Cry (Recharge 5-6) (Bonus Action)

The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next turn.

recharge

D5

Other data

description

From glacial mountain heights and vast tundras rise the homes of frost giants. These giants have skin and hair of icy hues. Their natural immunity to cold allows them to flourish in places inhospitable to most other creatures. They use this resilience to aid them when hunting and in combat, bolstering their allies with chilling war cries.

Frost giants often travel far to find food and goods. This leads many to become raiders and earn violent reputations. Others live more peaceably by hunting titanic game or creating sanctuaries from the cold (frequently featuring hot springs or snowy contests). Frost giants sometimes forge partnerships with icy Fey or fire giants dwelling underground, serving as guardians to their realms in exchange for treasure, weapons, and crafts.