Innate Spellcasting. Auril's innate spellcasting ability is Charisma (spell save DC 21, +11 to hit with spell attacks). She can innately cast the following spells, requiring no components:
At will: cone of cold
3/day: wish
Regeneration. Auril gains 20 hit points at the start of her turn unless she takes fire damage. Auril only dies if she starts her turn with 0 hit points, and doesn't regenerate.
Multiattack. Auril makes two touch attacks, and one icicle shard attack.
Touch. Melee Weapon Attack: +14 to hit, reach 7 ft., one target. Hit: 33 (7d10 + 4) cold damage.
Icicle Shard. RangedWeapon Attack: +14 to hit, range 500/540 ft., one target. Hit: 23 (6d8 + 4) piercing damage, and 47 (10d10) cold damage.
At the end of another creature's turn, Auril uses up to three legendary actions. She regains all spent actions on her turn.
Action. Auril uses her touch or icicle shard action.
Spell. Auril innately casts a spell.
Lair and Lair Actions
Auril dwells in an icy cave in the forgotten realms.
Lair Actions
On initiative count 20 (losing initiative ties), Auril takes a lair action to cause one of the following effects:
- All creatures in Auril's lair must succeed on a DC 19 Constitution saving throw, taking 96 (2d100) cold damage on a failed save or half as much damage on a successful one. If the target succeeds the saving throw, it is also immune to this lair action until it leaves Auril's lair.
Regional Effects
The region containing Auril’s lair is warped by her holieness, which creates one or more of the following effects:
- Every day a swirl of wind blasts out causing the effects extreme cold, and strong wind, as described in the Dungeon Master's Guide.
If Auril dies, these effects fade over the course of 1d10 days.
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