Legendary Resistance. (3/long Rest) When Blood fails a saving throw he can instead choose to succeed.

Thermal Visor. Blood can choose to see any source of heat clearly so long as there are no solid physical obstacles impeding their line of sight.

Divine Blizzard. Blood summons a blizzard as a bonus action. creatures within a 150ft. radius sphere of a point Blood chooses are considered heavily obscured, this area is also difficult terrain. Creatures of Blood's choice that end their turn in this area must make a DC 18 con save or lose their reaction, and take 5 cold damage. Suffering neither of these on a successful save. Creatures within 5 ft. of a magical flame at the start of their turn have advantage on the save. Blood regains 5 hit points at the start of each turn so long as he has at least 1 hit point and is within the blizzard.

Evasion. Blood takes half damage from spells and effects that require a dex save for half damage, and no damage if they succeed on the save.

Leaping. Blood can take the dash or disengage actions as bonus actions. Blood can jump up to their speed, horizontally, or vertically without a running start, and is immune to falling damage.

Active camouflage. Blood’s armor matches the color of their surroundings, enabling them to hide as a bonus action, and giving opponents disadvantage on perception checks made to see them.

Alert. Blood gains +5 to initiative rolls, and cannot be surprised while conscious.