This is being posted a day late because somehow I accidentally deleted the game stats portion of the post. My J post will go live this evening.
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Cameron Mahkent is the son of the original Icicle. While his father uses a cold gun (much like Captain Cold), he is a metahuman who's DNA was altered by his father's exposure to the gold gun. While he's a legacy character, Cameron isn't a villain because his father is. He's a villain because he's an ruthless jerk. This didn't stop him from getting an invite to join the Justice Society (though he obviously turned it down).
Icicle's time with the Squad wasn't that long. He was recruited to a rogue Squad by Mirror Master. This was in the One Year Later storyline.
Cameron has appeared in Smallville, The Flash, and Stargirl. In the latter he actually has a relationship with the titular heroine. My favorite version of Icicle Jr. is the one that appeared in Young Justice. He developed a friendship with Superboy and Miss Martian when they went undercover at Belle Reve. After their identities were revealed he still maintained a friendship with them. He's even shown crying at their wedding in the current last episode (I say that because I'd love for the series to get another season).
Code Name: Icicle Jr.
Real Name: Cameron Mahkent
Team Affiliations: Task Force X, The Society, Injustice Society, Injustice League
Medium Humanoid, Neutral Evil
Armor Class: 16 (Ice Armor, Dex)
Hit Points: 75 (10d8+30)
Speed: 30 ft.
Challenge: 3 (450 XP)
Str 10 (+0) Dex 16 (+3) Con 16 (+3) Int 10 (+0) Wis 13 (+1) Cha 12 (+1)
Saving Throws: Con +5
Skills: Intimidation +3, Survival +2,
Damage Immunity: Cold
Damage Vulnerability: Fire
Senses: passive Perception 10
Languages: English
Traits
Ice Walk: Icicle Jr. can move across and climb icy
surfaces without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn’t cost it extra movement.
Actions
Multiattack: Icicle Jr can make two ice claw attacks.
Encase In Ice (Recharge 5-6). Ranged Weapon Attack. +5 to hit, range 10/30 ft., one target, Hit: 10 (2d6+3) cold damage. The target must make a DC 12 Constitution saving throw.
On a failure, ice begins to form around the creature, and it is restrained.
The restrained creature must repeat the saving throw at the end of
its next turn, becoming petrified in ice on a failure or ending the
effect on a success. The petrification lasts until the creature spends at least
1 hour in a warm environment. Alternatively, a creature can be freed of
the restrained or petrified conditions if it takes at least
10 fire damage.
Icicles. Ranged Weapon Attack. +5 to hit, range 10/50 ft., one target, Hit: 6 (1d6+3) piercing and 7 (2d6) cold damage.
Ice Claw: Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage and 7 (2d6) cold damage.
I did watch Young Justice but I guess I didn't pay attention to that part in the last episode.
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