Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Splash. As a bonus action, Baldur can toss freezing water any creature within 5 ft. with his cone shield dealing (1d4 + 5) Cold damage. Creature must also make a strength saving throw (DC 12) or become frozen and need to spend an action to attempt to break out roll (DC 12). Characters can also be broken out by any attack that hits above Baldur's AC. Any damage breaks the effect and does not transfer over to the frozen creature.
MultiAttack. The Ice Orc makes two attacks with his Ice Axe at creatures within range each turn.
Ice Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d12 + 4) slashing damage.
Ice Ring. Once per encounter, the Ice Orc can send out a pulse of fire energy in a ring from the base of it's feet extending to a 60 ft. range. All creatures in a 60 ft. circle around the ice orc must make a Strength saving throw (DC 15). On a failed save, creatures effected take 6d6 Ice damage and half on a failed save. Also, on a failed save characters are restrained for one turn.
Description
Orcs are savage humanoids with stooped postures, piggish faces, and prominent teeth that resemble tusks. They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them.
Ice Orcs are commanded beings distorted by a higher being and imbued with the energies of their masters. As such, they cannot be frightened and will not flee.
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