Large Monstrosity, Neutral Evil
Armor Class 15 (natural armour)
Hit Points 210 (20d10 + 100)
Speed 30 ft., Fly 60 ft.
STR
20 (+5)
DEX
20 (+5)
CON
21 (+5)
INT
24 (+7)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws CON +11, WIS +14
Skills Deception +15, Insight +14, Intimidation +15, Perception +20
Damage Vulnerabilities Radiant
Damage Immunities Cold, Poison
Senses Darkvision 120ft, Truesight 120ft, Passive Perception 30
Languages all, telepathy 1000ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
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, her body turns to slush and melts away. Auril instantly reappears in her second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn't change.

Innate Spellcasting. Auril's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

  • At will: chromatic orb (3rd level, cold orb only; see "Actions" below), detect magic, misty step
  • 2/day each: control weather, detect thoughts, ice storm
  • 1/day each: maze

Legendary Resistance (2/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.

Reactive. Auril can take one reaction on every turn in a combat.

Unusual Nature. Auril doesn't require air, food, drink, or sleep.

Actions

Multiattack. Auril attacks twice with her talons.

Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) piercing damage plus 3 (1d6) cold damage. If the target isn't adjacent to any creature other than Auril, it takes an additional 14 (4d6) cold damage.

Touch of Frost. Melee Spell Attack: +15 to hit, reach 5 ft., one creature. Hit: 13 (3d8) cold damage, and the target can't take reactions until the start of its next turn. If the target isn't adjacent to any creature other than Auril, it takes an additional 27 (6d8) cold damage.

Chromatic Orb. Ranged Spell Attack: +15 to hit, range 90 ft., one creature. Hit: 21 (5d8) cold damage.

Primal Roar. Auril lets loose a scream of animalistic rage. Creatures of her choice within 120ft must succeed on a DC 23 wisdom saving throw or become frightened until Auril's next turn.

Reactions

Maddening Presence. If a creature ends its turn within 30ft of Auril while adjacent to a creature other than Auril, they take 5 (1d10) psychic 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.

Talons. Auril attacks once with her talons.

Chromatic Orb. Auril uses Chromatic Orb.

Teleport. Auril teleports to an unoccupied space she can see within 30 feet of her.

Touch of Frost (Costs 2 Actions). Auril uses Touch of Frost.

 

Lair and Lair Actions

 

 

penchantcain

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