Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Resurrection. When Auril drops to 0 hit points, her crystalline form shatters and her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit point in this form, each creature within 50 feet of her takes 20 cold damage at the start of each of her turns.
Legendary Resistance (3/Day) 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.
Innate Spellcasting. Guildmaster Valentino spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). he can innately cast the following spells, requiring no material components:
At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield,control weather
3/day each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, teleport
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.
Multiattack. Auril attacks twice with her Polar Ray and once with blinding Gleam
Polar Ray. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 14 (6d6) cold damage.
Blinding Gleam. Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet of her must succeed on a DC 20 Wisdom saving throw or be blinded by Auril’s magical gleam .The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Blizzard Veil. 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 Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or until her concentration is broken (as if concentrating on a spell).
Create Ice Mephit (3/Day). Auril breaks off an crystal from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it magically transforms into an ice mephit (see its entry in the Monster Manual). The mephit acts immediately after Auril in the initiative order and obeys her commands.
Ice Stasis (Recharge 5–6). Auril magically creates a gem-sized ice crystal that hovers in a space within 5 feet of her. Auril then targets a creature she can see within 60 feet of the crystal. The target must succeed on a DC 21 Charisma saving throw or become trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. 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 can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal.
Ice Flurry . Each creature within 30 feet of Auril takes 5 (2d4) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished.
Banishing Rebuke (3/day). When Auril is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10) cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 17 Charisma saving throw, escaping the prison on a success and reappearing in the space it left or in the nearest unoccupied space if that space is occupied. A creature that dies in the prison is trapped there indefinitely.
Description
Auril takes form of a crystallized angelic feminine figure. Auril is lesser goddess who despises evil and purges by freezing, cursed or plagued lands to stop the immediate threat.
Lair and Lair Actions
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.
While she’s on the island, the Frostmaiden 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 she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.
Auril telepathically communicates with any number of creatures at once, provided they’re 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.
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