Legendary Resistance. (3/long Rest) When Blood fails a saving throw he can instead choose to succeed.
Thermal Visor. Blood can choose to see any source of heat clearly so long as there are no solid physical obstacles impeding their line of sight.
Divine Blizzard. Blood summons a blizzard as a bonus action. creatures within a 150ft. radius sphere of a point Blood chooses are considered heavily obscured, this area is also difficult terrain. Creatures of Blood's choice that end their turn in this area must make a DC 18 con save or lose their reaction, and take 5 cold damage. Suffering neither of these on a successful save. Creatures within 5 ft. of a magical flame at the start of their turn have advantage on the save. Blood regains 5 hit points at the start of each turn so long as he has at least 1 hit point and is within the blizzard.
Evasion. Blood takes half damage from spells and effects that require a dex save for half damage, and no damage if they succeed on the save.
Leaping. Blood can take the dash or disengage actions as bonus actions. Blood can jump up to their speed, horizontally, or vertically without a running start, and is immune to falling damage.
Active camouflage. Blood’s armor matches the color of their surroundings, enabling them to hide as a bonus action, and giving opponents disadvantage on perception checks made to see them.
Alert. Blood gains +5 to initiative rolls, and cannot be surprised while conscious.
Multiattack. Blood makes four attacks each with either a whip strike or a rapier strike. 2 attacks can be replaced with a Wall of Ice use.
Rapier Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Whip Strike. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 6 (2d6) cold damage, and the target is dragged to a space adjacent to Blood.
Wall of Ice (Recharge 6). Blood magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until Blood is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.
Reactions. Blood can take 2 reactions each round.
Parry. Blood adds 5 to their AC against one attack they can see.
Intercept Spell. Blood targets a spell that travels within 30ft. of him. He makes a Dexterity check DC 10+spell level. If successful, the spell is cut from the air.
Legendary actions (3/turn):
Attack. Blood makes a rapier or Whip strike attack.
Move. Blood moves up to his speed.
Ice wall. (Costs 2 actions) Blood uses his ice wall, if available
Description
For honor won, and love yet lost,
Beware the Blood of Ice and Frost.
While battles rage, and spears are tossed,
Reject the flow spurring on souls lost
Rest boiling youth each night for long,
The restless join this siren’s song
Moon stained red with life of foes,
one-time allies soon know their woes.
But travesty comes seldom to,
souls true to code with souls of blue
The Red mist takes those already lost,
Don’t let yourself be taken, by
The Blood of Ice and Frost.
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