Minions of winter: aural always appears with 4d6 ice mephits, 1d6 winter wolves, and 1d4 coldlight walkers. Aural controls these monsters.
Spellcasting: aural can cast any spell at will. Her spell save dc is 26, and her attack bonus is +16.
Regeneration: aural gains twenty health points at the start of her turn.
Fake appearance: at first, aural is easily confused with a regular arctic fox.
Multiattack: aural makes one bite attack and two claw attacks
Bite: +16 to hit, reach 5 feet, one target. Hit: 1 piercing damage plus 55 (10d10) cold damage. The target also must make a dc 26 con save. On a failure, the target is frozen and can't attack, move, or do anything. The target only escapes if a creature hits the ice they're trapped in with an attack that deals fire damage.
Claws: +17 to hit, reach 5 feet, one target. Hit: 1d4 slashing damage plus 55 (10d10) cold damage.
Snow: aural makes it snow heavily, causing her to gain a +4 bonus to attack rolls.
Snow power: aural beats her tail on the ground, causing lights to flash in the sky. All creatures must make a dc 26 con save or be blinded for one round.
Aural has four legendary actions. A legendary action can only be used at the start of another creature's turn.
Attack: (costs zero actions) aural makes one attack.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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