Slow. Auril's attacks slow her enemies. Whenever a creature is hit by one of Auril's attacks or fails one of Auril's saving throws, they become slowed, reducing their speed by 10. Multiple instances of slow stack. If their speed reaches 0, they become restrained. As an action, a slowed creature can make a DC 19 Constitution saving throw. On a success, the slowing effect ends. (A creature with resistance or immunity to cold damage makes this save with advantage).
Aura of Cold. Whenever a creature starts its turn within 30ft. of Auril the Frostmaiden, it must make a DC 19 Strength saving throw. (A creature with resistance or immunity to cold damage makes this save with advantage). On a failure it can either take an action, a bonus action, or a reaction this round, but not more than one.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. Auril the Frostmaiden uses Ray of Ice three times. Then she uses Ice Meteor once.
Ray of Ice. Ranged Weapon Attack: +10 to hit, range 150ft., 1 target, Hit: 15 (2d6 + 8) cold damage.
Ice Meteor. Auril the Frostmaiden forms a massive icy meteor and casts it at her enemies. Choose a point within 150ft., at the start of Auril's next turn the meteor crashes down. All creatures within a 15ft. radius of the chosen point must make a DC 19 Dexterity saving throw, taking 42 (10d6) cold damage and 42 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
Flesh to Ice (Recharge 5–6). Auril begins to freeze a creature within 150 ft. If the target's body is made of flesh, the creature must make a DC 19 Constitution saving throw. (A creature with resistance or immunity to cold damage makes this save with advantage). On a failed save, it is restrained as its flesh begins to freeze. On a successful save, the creature isn't affected.
A creature restrained by this ability must make another DC 19 Constitution saving throw at the end of each of its turns. If it successfully saves against this ability three times, the spell ends. If it fails its saves three times, it is turned to ice and subjected to the petrified. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. A greater restoration or similar magic can restore a frozen creature.
Auril the Frostmaiden can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Auril the Frostmaiden regains spent legendary actions at the start of her turn.
Empower Follower. Auril imbues a nearby follower with a portion of her godly strength-allowing it to immediately take an action.
Ray of Ice. Auril makes a Ray of Ice attack.
Godly Endurance. Auril makes a saving throw to end one condition affecting her.
Description
Auril the Frostmaiden is the titular character in Icewind Dale: Rime of the Frostmaiden. I reimaged of the character at a higher CR for a homebrew campaign taking place in the same setting.
The core of the fight against Auril is her Ice Meteor ability. Ice meteor does a truly ridiculous amount of damage, especially for an AOE ability that can be used every turn. However, the players get an entire turn of warning before being hit with a meteor, which allows them to move out of the radius the meteor is going to hit. Auril's main strategy is to use her Ray of Ice (in conjunction with Slow) and/or Flesh to Ice in order to restrain creatures before hitting them with Ice meteors.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), Auril the Frostmaiden takes a lair action to cause one of the following effects; Auril the Frostmaiden can’t use the same effect two rounds in a row:
- A frigid wind blows through Auril's lair, chilling everyone to the bone. Up to 10 creatures Auril can see must make a DC 19 Constitution saving throw. On a failure, they gain a stack of the slow condition. (A creature with resistance or immunity to cold damage makes this save with advantage)
- The area around Auril becomes slick with ice. All creatures within 30ft. must make a DC 19 Dexterity saving throw. On a failure they fall prone.
- Heavy snow begins to fall in a 30ft. radius centered at a point of Auril's choosing. Until the start of the next lair action, that area is difficult terrain and heavily obscured.
Regional Effects
The region containing Auril the Frostmaiden is plunged into eternal winter, which creates one or more of the following effects:
- Waterways become almost impassable with ice. Making travel and trade difficult.
- Only the hardiest artic creatures can survive. Those that do at twisted to Auril's purposes.
- Farming most crops is next to impossible. Any settlement that manages to survive is by necessity small.
If the Auril the Frostmaiden dies, these effects fade over the course of 1d4 months.
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