Ogre, Frost

Family: Ogre

Large giant

Armor Class 16 (natural armor plus Dexterity)
Hit Points 58 (6d10+18 HD)
Speed 30 ft.

19 (+4) 12 (+1) 16 (+3) 8 (-1) 14 (+2) 7 (-2)

Damage Immunities cold
Damage Resistances bludgeoning from non-magical weapons
Damage Vulnerabilities fire
Skills Athletics +6, Stealth +5 (snow camouflage)
Senses darkvision 60 ft., passive Perception 12
Languages Common, Giant
Challenge 3 (700 XP)


  • Climbing. Frost ogres gain advantage on Athletics checks to climb in mountainous or hilly regions.
  • Heat Weakness. When exposed to temperatures above 50 degrees, frost ogres suffer disadvantage on all saves, checks, and attack rolls.
  • Snow Camouflage. Frost ogres gain advantage on dexterity (stealth) checks in snowy or icy conditions.
  • Sure Footing. Frost ogres have knobby feet and long, clawed toes allowing them to walk freely on ice and snow with little fear of falling. They gain advantage on all Strength and Dexterity checks or saves made to retain footing or avoid being knocked down.
  • Traps. Frost ogres use a variety of traps to ambush their prey. Spotting a trap requires a Wisdom (Perception) check DC 15 (or passive Perception 15). Failure means 1d4 characters are caught in a trap and suffer one of the following consequences (CK’s choice): 2d6 damage, inflict any condition on a character so caught (Save or Escape DC 15). In all cases, failure to notice a trap grants surprise to the ogre and its kin if combat has not begun yet.


  • Great Club. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d8+4) bludgeoning damage.


Frost ogres are smaller than normal ogres. Their legs are shorter and their bodies far more squat. Their red or blonde hair is generally long and they sport huge beards. They generally have hair covering their bodies. They have a light blue, almost white skin color, with deep gray eyes. They have wide-set eyes and massive noses and ears.

Tactical Attackers. They are every bit as savage as their larger kin but tend to be more group-oriented, working in concert in both the hunt and normal tasks. This allows them slightly better tool use and they are able to understand and build rudimentary shelters, walls, and the like.

Cunning Tricksters. Even more than normal ogres, frost ogres rely upon cunning and subterfuge to gain their ends. They are avid hunters but do so by stealth or traps. When a trap is sprung they fight ferociously, much more inclined to remain on the field until they are killed than quit, even in the face of insurmountable odds. This is largely due to their reliance on the group for survival and a primitive instinct kicks in that allows them to remain with their fellows, even when they have fallen. They are desperately afraid of fire and do not use it even to cook or warm food.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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