Immunity: Cold 8
Weakness: —
Movement: —
Might
+4
Agility
+4
Reason
-1
Intuition
0
Presence
0
◆
2d10 + 4
Signature Ability
Charge,
Melee,
Strike,
Weapon
◎ Main action
⚔ Melee 3
◎ Two creatures or objects
≤11
12 damage
12–16
17 damage; A<3 bleeding (save ends)
17+
21 damage; A<4 bleeding (save ends)
Effect: A target who is already bleeding takes an extra 1d6 cold damage.
⚔ Self
◎ Self
Effect: The wind sprinter shifts up to their speed and uses Cold Axe against each enemy who comes within 2 squares of them during the move. The wind sprinter makes one power roll against all targets.
⚔ Melee 1
◎ One giant ally
Effect: The wind sprinter and the target each shift up to 6 squares while staying adjacent to each other. The target can then jump up to 5 squares and make a free strike.
⚔ Self
◎ Self
Trigger: The wind sprinter takes damage.
Effect: The wind sprinter moves up to their speed and uses Cold Axe against one target.
★
Crush Underfoot
The wind sprinter can move through enemies' spaces at their usual speed. The first time on a turn that a wind sprinter enters a creature's space, that creature can choose to fall prone or to take 8 damage.
★
Kingdom of Isolation
The wind sprinter is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the wind sprinter can't shift.