Reckless. At the start of its turn, the Namage can gain advantage on all melee attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Frosty Defense. If the Namage has 2 ice clumps it gains an additional +4 AC.
Multiattack. The Namage makes two attacks, using any combination of Fist, Ice Blade and Ice Clump if it has access to those actions, or makes one Fist, Ice Blade or Ice Clump attack and uses Fissure if it is available. Fist. Melee Weapon Attack: +8 to hit 1d20+8 , reach 5 ft., one target. Hit: 14 (2d8 + 5) 2d8+5 Bludgeoning damage. Ice Blade. Melee Weapon Attack: +8 to hit 1d20+8 , reach 10 ft., one target. Hit: 16 (2d10 + 5) 2d10+5 Slashing damage plus 9 (2d8) 2d8 Cold damage. Ice Block. Melee Weapon Attack: +8 to hit 1d20+8 , reach 5ft., one target. Hit: 12 (2d6+5) 2d6+5 Bludgeoning damage plus 5 (2d4) 2d4 Cold damage. Additionally, if the target was a creature, it has to make a DC 15 Constitution Saving Throw or be stunned until the end of it's next turn. Ice Beam. The Namage shoots out a beam of pure cold energy in a line 30 feet long and 5 feet wide. Each creature in the area must make a DC 15 Constitution Saving Throw. On a failed save, the creature takes 27 (6d8) 6d8 Cold damage and has its speed reduced by 10 feet until the end of their next turn. On a succesful save the creature takes half as much damage and does not get it's speed reduced. Cross Blade (Only when the Namage has 2 blades). Melee Weapon Attack: +8 to hit 1d20+8 , reach 10 ft., two targets within 5 ft. of eachother. Hit: 27 (4d10+5) 4d10+5 Slashing damage plus 13 (2d12) 2d12 Cold damage. Before taking this action, the Namage can move 10 feet towards a creature and then target it with this attack. Fissure (Recharge 6 1d6 ). The Namage jumps to a location within 30 feet of it and slams the ground once it lands. From the space it now occupies, it creates a fissure that travels in a line 50 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity Saving Throw. On a failed save a creature takes 13 (2d12) 2d12 Bludgeoning damage and be knocked 20 feet into the air. On a succesful save a creature takes half as much damage and is not knocked up.
Icy Arms (Recharge 6 1d6 ). The Namage breathes cold air on its arms, creating either an Ice Block or an Ice Blade on each arm. These give the Namage access to new actions while they are active. A creature can target one of these to try to break them. An icy arm has 16 AC and 20 health with vulnerablility to Fire damage. The Namage takes half the damage dealt to it's icy arms except if they are included in an area of effect, in that case the same damage is dealt to the Namage and both of it's arms. If an icy arm is destroyed, the Namage can't use the special action associated with that arm and the other one is still there until destroyed.