Ice Walk. The god 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 him extra movement.
Legendary Resistance (3/Day). If the god fails a saving throw, it can choose to succeed instead.
Multiattack. He can use his Frightful Presence. He then makes two attacks
Ice Staff. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 14 (1d8 + 9) bludgeoning damage plus 9 (1d8) cold damage.
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (1d8 + 7) bludgeoning damage.
Ice Kunai. Ranged Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
Frightful Presence. Each creature of the god's choice that is within 30 feet of the god and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the god's Frightful Presence for the next 24 hours.
Arctic Wind (Recharge 5–6). The god summons an icy blast in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Unarmed Attack. The god makes an unarmed attack.
Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Deflect Missiles. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +22. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.
The god 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 god regains spent legendary actions at the start of his turn.
Detect. The god makes a Wisdom (Perception) check.
Unarmed Attack. The god makes an unarmed attack.
Chilling Wind (Costs 2 Actions). The god summons the wind. Each creature within 15 feet of him must succeed on a DC 20 Dexterity saving throw or take 15 (2d6 + 8) cold damage and be knocked prone. The god can then fly up to half its flying speed.
Description
Ki
You can spend Ki Points to fuel ki features. You have 16 points per short rest and your Ki save DC is 19.
Stunning Strike
When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 19).
Mastery of Death
When you are reduced to 0 HP, you can expend 1 ki point (no action required) to have 1 HP instead.
Stillness of Mind
You can use an action to end one effect on yourself that is causing you to be charmed or frightened.
Touch of Death
When you reduce a creature within 5 ft. of you to 0 HP, you gain +20 temp HP.
Evasion
When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Timeless Body
You no longer need food or water, and can't be aged magically or suffer effects of old age.
Unending Breath
You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind
Lair and Lair Actions
Ice God’s Temple
The god of ice and cold's temple is made in icy caves. He favors high mountain vales, caverns in cliff faces, and labyrinthine ice caves in glaciers. He loves vertical heights in their caverns, flying up to the ceiling to watch over worshipers.
The god of ice's innate magic deepens the cold in the area around its temple. Mountain caverns are fast frozen by his presence. He can often detect intruders by the way the keening wind in his temple changes tone.
He meditates on high ice shelves and cliffs in his temple, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward him, he glides in and out of combat destroying them with the arctic wind and martial prowess.
Lair Actions
On initiative count 20 (losing initiative ties), the god takes a lair action to cause one of the following effects; the god can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point the god can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the god uses his lair action again or until he dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the god can see within 120 feet of it. The god makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- The god creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the god uses this lair action again or when he dies.
Regional Effects
The region containing the god’s temple is warped by the god’s magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the temple.
- Freezing precipitation falls within 6 miles of the temple, sometimes forming blizzard conditions when the god is at rest.
- Icy walls block off areas in the temple. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
If the god wishes to move through a wall, it can do so without slowing down. The portion of the wall the god moves through is destroyed, however.
If the god dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
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