Gargantuan Celestial, Neutral Evil
Armor Class 18 Frost Armor
Hit Points 370 (20d20 + 160)
Speed 50 ft.
STR
15 (+2)
DEX
19 (+4)
CON
27 (+8)
INT
24 (+7)
WIS
21 (+5)
CHA
30 (+10)
Saving Throws CON +17, INT +16, WIS +14
Damage Resistances Necrotic
Damage Immunities Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 300 ft., Tremorsense 120 ft. (only on ice), Truesight 120 ft., Passive Perception 24
Languages Aquan, Auran, Celestial, Primordial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Frigid Aura. Each creature that starts its turn within 15 feet of Auril or enters the area for the first time on its turn must make a DC 19 Constitution saving throw or take 14 (4d6) and have its speed reduced by 10 until the start of its next turn. On a successful save, the creature takes half damage and does not have its speed reduced.

Iceglide. Auril is unaffected by difficult or dangerous terrain caused by ice.

Icy Doom. Any creature killed by Auril freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.

Icy Regeneration. So long as Auril has at least 1 hit point and the surrounding area is below zero degrees Celsius, she regains 50 hit points at the start of each of her turns. If Auril has taken fire damage since the end of her last turn, she instead only regains 25 hit points.

Legendary Resistance (3/Day). If Auril fails a saving throw, it can choose to succeed instead.

Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.

Magic Weapons. Auril's weapon attacks are magical.

Actions

Multiattack. Auril uses her Mark of the Frostmaiden and makes two Icicle Spear attacks

Icicle Spear. Melee or Ranged Weapon Attack: +19 to hit, reach 15 ft. or range 30/120 ft., one target. Hit: 17 (2d6 + 10) piercing damage plus 18 (4d8) cold damage.

Mark of the Frostmaiden. Auril chooses one target within 60 feet of her. The target must make a DC 19 Constitution saving throw or gain vulnerability to cold damage and take 28 (8d6) cold damage. If the saving throw is successful, the target does not gain vulnerability to cold damage. An affected target can make a saving throw at the end of each of its turns, ending the effect on itself on a success. While affected, the creature's flesh is marked with the symbol of Auril. If the target has cold resistance, it is removed while the creature is marked. If the target instead has cold immunity, it is reduced to cold resistance while the creature is marked. A target cannot be affected again for 24 hours.

Frozen Wind (Recharge 5-6). The air within 60 feet of Auril blows in an icy whirlwind, blowing away any effects that would be dispersed by a strong wind. Each creature in that area must make a DC 19 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much on a successful one.

Ice Stasis (1/Day). Auril magically creates a gem-sized ice crystal that slowly orbits within 5 feet of her and moves 5 feet clockwise per round. Auril then traps a creature she can see within 60 feet of the crystal within it. A creature trapped in the crystal is stunned, has total cover against attacks and other effects outside the crystal, and takes 21 (6d6) cold damage at the start of each of its turns. The creature is freed if the crystal is destroyed, which is a Tiny object with AC 18, 20 hit points, and resistance to all damage except fire damage, to which it is vulnerable. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal.

Legendary Actions

Auril can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Auril regains spent legendary actions at the start of its turn.

Attack. Auril makes one weapon attack.

Blizzard Veil (Costs 2 Actions). Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until the start of Auril's next turn.

Create Walkers. Auril creates 1d4 Coldlight walkers, each of which appears in an unoccupied space of Auril's choice within 60 feet of her.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), Auril takes a lair action to cause one of the following effects; Auril can’t use the same effect two rounds in a row:

  • All of the ice on the floor becomes jagged and sharp. Creatures that move across the floor take 1 piercing damage for each foot it moves, unless it spends an additional foot of movement.
  • A blisteringly cold wind blows through the lair near the creature. Each target within 120 feet of the creature must succeed on a DC 19 Constitution saving throw or take 22 (4d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
  • The creature creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each target within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the creature uses this lair action again or when the creature dies.
SummerCelestial

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