Weird Tales of Cold Blooded Sword and Sorcery
Friendly frost wizard
Medium humanoid (cold, dragonborn)
Initiative +3 Senses Perception +6 HP 71; Bloodied 35 AC 16; Fortitude 17, Reflex 19, Will 20 Resist Cold 5 Speed 6
Icy Staff (standard, at-will) Weapon +11 vs AC; (+12 while bloodied) 1d6 + 2 cold damage (1d6 + 8 cold damage on a crit), and the target is immobilized until the end of Gauzzad’s next turn.
Chilling Cloud (standard, at-will) Area burst 1 within 10; +10 vs. Fortitude; (+11 while bloodied) 7 cold damage Effect: Until the end of his next turn, any enemy in the power’s area takes a -2 penalty to attack rolls and fortitude defense.
Chill Claws (standard, encounter) Ranged 10; One or two creatures; +10 vs. Reflex; (+11 while bloodied) 2d8 + 5 cold damage and the targets take a -2 penalty to attack rolls and fortitude defense until the end of his next turn.
Icy Grip (standard, daily) Ranged 20; Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. Target: One creature adjacent to the hand Attack: +7 vs. Reflex Hit: 2d8 + 7 cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses Gauzzad's Reflex defense of 19. Sustain Minor: A target grabbed by the hand takes 15 cold damage when you sustain this power. As a standard action, Gauzzad can attack another target with the hand, but it must release a target it has grabbed.
Icy Prison (standard, recharges when Gauzzad is bloodied) Ranged 10; +10 vs. Fortitude; (+11 while bloodied) 1d10 + 5 cold damage and the target is encased in ice and is stunned (save ends).
Dimension Door (move, daily) Effect: Gauzzad teleports 10 squares. He can’t take other creatures with him.
Dragon Breath (minor, encounter) Poison Close blast 3; +10 vs Reflex; (+11 while bloodied) 1d6 + 5 poison damage.
Drunk (until first bloodied) When Gauzzad moves more than 2 squares, he falls prone and suffers a -5 penalty to balance checks until the end of his next turn.
Shield (immediate interrupt when targeted by an attack, encounter) All of Gauzzad's defenses increase by +2 until the end of his next turn.
Staff of Defense (immediate interrupt when targeted by an attack, encounter) All of Gauzzad's defenses increase by +2 against one the triggering attack.
Winter Touched Gauzzad gains combat advantage against creatures vulnerable to cold.
Winter’s Wrath (standard, encounter) Area burst 2 within 10 squares; Each creature in burst; +10 vs. Fortitude Hit: 2d8 + 7 cold damage. Effect: A blizzard erupts in the designated area and continues until the end of your next turn. Its area is lightly obscured, difficult terrain, and any creature that starts its turn in the storm takes 7 cold damage. He can end this effect as a minor action.
Summon Ice Warrior Raider (minor, daily) summons a large ice warrior: AC 18; Fortitude 19, Reflex 19, Will 20 35 hp; bloodied 17 Immune disease, poison; Resist 10 cold Speed 6 (ice walk)
Maul (standard, at-will) Cold Reach 2; +9 vs AC; 1d8 + 8 damage, and the target is slowed (save ends). Against a slowed target, +1d8 cold damage.
Ice Embrace (minor, at-will) Cold Melee 1; +7 vs Fortitude; the target is immobilized by ice (save ends).
Symbiosis While summoned, Gauzzad's cold resistance increases to 10 and he gains ice walk