Action Surge (Recharges when Cryovain Finishes a Short or Long Rest). On his turn, Cryovain can take one additional action.
Improved Critical. Cryovain's weapon attacks score a critical on a roll of 19 or 20.
Great Weapon Master. Cryovain has learned to put the weight of his weapon to his advantage, letting its momentum empower his strikes. Cryovain gains the following benefits:
- On Cryovain's turn, when he scores a critical hit with a melee weapon or reduces a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action.
- Before Cryovain makes a melee attack with a heavy weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If the attack hits, add +10 to the attack’s damage.
Multiattack. Cryovain makes three greatsword attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Cold Breath (Recharge 5–6). Cryovain exhales an icy blast in a 20-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.
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