Medium Celestial, Neutral Evil
Armor Class 13 (17 With Mage Armor)
Hit Points 133 (14d8 + 70)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
21 (+5)
INT
24 (+7)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws CON +10, WIS +13
Skills Deception +14, Insight +13, Intimidation +14, Perception +18
Damage Vulnerabilities Necrotic
Damage Immunities Cold, Poison
Senses Blindsight 120ft, Truesight 120ft, Passive Perception 28
Languages all, telepathy 1000ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Divine Being. Auril can't be surprised and can't be changed into another form against her will.

Divine Rejuvenation. When Auril drops to 0 hit points, she screeches and her body shifts to become more animalistic, assuming her first form. She takes to the air and flies to a space within 60ft without provoking any reactions. Her initiative count doesn't change.

Innate Spellcasting. Auril's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: hypothermia, mage armour, icingdeath's frost, armor of agathys (cast at 3rd level)
2/day each: wall of ice, otiluke's freezing sphere
1/day each: stonehold (petrifcation in ice), divine judgement, dimensional rift

Legendary Resistance (1/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.
Actions

Staff Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) cold damage. After Auril strikes a creature, Iskra may make a beak attack as a reaction against the same creature if able.

Bonus Actions

Frost Ward. Auril chooses a creature within 60ft. That creature gains resistance to all damage until it is dealt any amount of fire damage.

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.

Staff. Auril attacks once with her staff.

Command Iskra. Auril commands her roc, who may make a single attack or move up to its speed.

Spellcasting (Costs 2 Actions). Auril casts an at will spell.

Lair and Lair Actions

 

 

penchantcain

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