Ever Winter: Will always be cold and not melt unless introduced to extreme heat.
Chilled to the Bone: Anything ending its turn or coming within 5ft of the Winter Lord must make a DC 15 Con save or take 25 cold damage.
Packed Snow: The Winter Lord can combine with 5 other Winter Lords to create an Arctic Emperor.
Multi-attack: The Winter lord can make one Melee attack and one additional attack.
Punch: Melee attack: +5 to hit, 2d8+5 bludgeoning, inflict 25 points of cold damage
Claw: Melee attack: +5 to hit, 2d8+5 slashing, inflict 25 points of cold damage
Winter's Howl: Ranged Breathe attack: 30ft cone, anything within the cone must make a DC 17 Dex save or take 35 cold damage on a failed save or half on a successful save.
Call of the Einherjar: The Winter Lord can summon up to 5 Winter Men. It can use this ability up to 3 times an encounter.
Re-Freeze: The Winter Lord can sacrifice up to 5 Winter Men as a Bonus Action to heal 10 hit points per Winter Man Sacrificed.
Description
Residing in the deepest reaches of the frozen forests they call home, the Winter Lord rules with a fair but frozen fist. It maintains order and enforces its beliefs with a kind word and frozen claw.
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