Divine Being. Auril can't be surprised and can't be changed into another form against her will.
Divine Reincarnation. When Auril drops to 0 hit points, her body turns to slush and melts away. She is dead until the next winter solstice, when she reappears in full health in a cold, remote location of her choosing.
Innate Spellcasting. Auril's innate Spellcasting ability is Charisma (spell save 21, +13 to hit with spell attacks) She can cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only), detect magic, misty step, snilloc's snowball swarm
3/each day: control weather, detect thoughts, ice storm, counter spell, rime's binding ice, shield, blindness/deafness
2/each day: cone of cold, dominate person, freezing sphere, disintegrate, banishment, destructive wave, harm
1/each day: power word stun, wall of ice, finger of death
Frigid Aura. Once Auril is below half health, she releases an aura that lasts as long as she has 1 hit point left. All creatures within 15 feet of her take 15 cold damage.
Legendary Resistance (3/Day in this form). If Auril fails a saving throw, she can choose to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn't require air, food, drink, or sleep.
Multiattack. Auril can make 2 attacks with her weapon.
Ice Morningstar. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) [piercing] damage plus 9 (2d8) cold damage.
Ice Dart. RangedWeapon Attack: +7 to hit, range 20/90 ft., 1 target. Hit: 7(1d8 + 3) [piercing] damage plus 9 (2d8) cold damage.
Auril can cast any spells with a casting time of 1 bonus action as a bonus action.
Auril can make 1 Ice Dart attack as a bonus action after using her action to cast a spell.
The spells that Auril cast "At will" act as cantrips, can be used as such.
Counterspell. As a reaction, she can cast Counterspell on someone within an additional 90 feet, compared to the usual 60.
Shield. As a reaction, she can cast the Shield spell.
Opportunity attacks. When a creature moves out of her attacks range, she can make an opportunity attack against the creature.
Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option ca be used at a time and only at the end of another creature's turn. Auril regains spent legendary actions at the start of her turn.
Ice Morningstar. She makes an attack against a target in range with her Ice Morningstar.
Teleport. She teleports to an unoccupied space within a 60 ft. range
Intensify Aura(Cost 2 Actions). Auril's Frigid Aura deals an extra 10 damage until the start of her next turn.
Blinding Gleam(Cost 2 Actions). Aril's form flares with a blue/white light. Each creature within 60 ft and can see Auril must succeed on a DC 18 Wisdom saving throw or be blinded by the gleam for 1 minute. The blinded creature can repeat the Saving Throw at the end of its turns, ending the effect on itself on a success.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Auril appears as a towering Owl woman, with horns curling around her head and her wings draped over her like a cloak(reference Cold Crone)
During combat, Auril sheds her flesh and towers over parties as a 16 ft tall woman made of ice, with piercing blue eyes and ice shards jutting out of her shoulders and elbows, almost like armor.
Lair and Lair Actions
Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few Creatures know of this island, let alone how to reach it.
Lair Actions
While she is on the island, Auril can take one of the following lair actions on initiative count 20(losing initiative ties):
- Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
- Auril instantly teleports to any location on the island. If the space is occupied, Auril appears in the closest unoccupied space instead.
- Auril telepathically communicates with any number of creatures at once, provided they are all on the island. This effect lasts until Auril stops concentrating on it ( as if concentrating on a spell) or until she leaves the island or uses a different lair action
- Auril targets one creature that she can see. The creature must succeed a DC 19 CON Saving Throw or they will be frozen for 1 minute. They can repeat the saving throw at the end of their turn, ending the effect on a success. The effect can also be ended by magical fire.
Regional Effects
The region containing Auril’s lair is frozen by her very presence, which creates the following effects:
- The save DC to resist the effects of extreme cold is 15 instead of 10
- Whenever a creature that lacks resistance or immunity to cold damage spends a Hit Die to regain hit points within 1 mile of the island, it regains only a number of hit points equal to its Constitution modifier (minimum of +0). It does not get to roll the die.
- The island, its surface features, and all creatures and objects out to a distance of 200 feet from the island are lightly obscured by fog. Thick fog fills the air beginning 200 feet from the island and extending outward for 1 mile in all directions; anything on the water or in the air within this thick fog is heavily obscured.
- Creatures that die while on the island freeze, their bodies turning to ice rather than remaining in their natural state or dissipating
If Auril's form is destroyed, then these effects fade over the course of 1d10 days.
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