Immunity: Cold 5
Weakness: —
Movement: Swim
Might
+2
Agility
0
Reason
+1
Intuition
-1
Presence
+2
◆
2d10 + 2
Signature Ability
Magic,
Melee,
Strike
◎ Main action
⚔ Melee 1
◎ Two creatures or objects
≤11
7 damage; slide 1
12–16
10 damage; slide 2
17+
14 damage; slide 3
Effect: If a target has P<2, their stability is reduced to 0 and they move 2 additional squares whenever they are force moved (save ends).
⚔ Ranged 5
◎ Self or one elemental
Effect: Until the start of the essence's next turn, the target has cold immunity 5.
3 Malice: Until the end of the encounter, the ground within 1 square of the target is a pool of water that is difficult terrain. This water extends out behind the target as they move, creating a stream that lasts until the end of the encounter. Any enemy who ends their turn in the stream and has M<2 is slowed (save ends).
⚔ Melee 1
◎ One enemy
Trigger: An ally deals rolled damage to the target.
Effect: The essence makes a free strike against the target.
★
Fickle and Free
The essence can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
★
Water Glide
Whenever the essence starts their turn in a space containing water, they can fly until the end of their next turn. While flying, the essence doesn't provoke opportunity attacks.