Summoner(1/day). Once per day Auril can summon her protector, a white dragon named Naruẗ. He will join the fight automatically and will fight to the death to protect his beloved master.
Boost. When fighting with Naruẗ, all rolls she make have a +1 modifier to it.
Spellcasting. Auril is a 15th-level spellcaster. Auril has the following spells prepared:
Cantrips (at will): Minor Illusion
6th level (3 slots): Severe Cold
15th level(1 slot): Hypothermia
Action Name. Enter the description for your action.
God Strength. Melee Weapon Attack: +7 to hit, reach 20 ft., 1 target. Hit: 20(30d20) + 12 fire damage.
Ice. Ranged Weapon Attack: +8 to hit, range 60/180 ft., 1 target. Hit: 30 (1d100 + 6) cold damage. Auril shoots an ice bolt from her hand.
Godly Nature. Every creature who attacks and does less than 30 damage of any type against the god must make a DC 19 save or the god regenerates 30 health points on the start of its next turn. On a critical fail, the god gains 50 hit points. On a critical success, the god's speed is reduced to 0 for the next turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Auril is the goddess of winter and has a very cold and icy personality. She rarely shows up at parties, and usually doesn't talk to anyone except for Naruẗ, her pet dragon. When she does talk, her words chill you to the bone, and have an accent you just can't quite place. Whenever she shows up, as an added effect the room gets 5 degrees colder. She does everything solo, and even tries to get Naruẗ not to help her, but he is so loyal that he must. Auril has a long past, which led her to going solo. She used to be very talkative and friendly, and would even perform for the young. Then, she realized that her closest friend, Bhaal, had killed her dad. She took this very seriously and since has not trusted anyone. Auril and Bhaal had a long past together, playing since they were kids. What Bhaal did came as a shock to her. Since then, she got Naruẗ to protect her. However, in special occasions Naruẗ reminds her of her past, and then she wants to be alone. Naruẗ always finds a way to stay at her side and calm her down, though; that's why she trusts him as her most trusted confidant. She thinks that animals are better than humans 200x over. In her words: "humans are lying deceiving little jerks who will do anything to befriend you and then stab you in the back." As an added effect of her dark past, she trusts animals only after having them prove their loyalty to her. Since then, she has spoken to no human except for a god named Hiddukel, who she has very little trust for. They are only business partners, and Hiddukel has gone behind her back multiple times and stolen things from her, and lied. She still speaks to him, but never brings anything important to their meetings. There, they discuss the best ways to pay back all gods except for them who are a traitor. Hiddukel also has a broken past(see Hiddukel), and that is why she 'goes solo."
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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1/11/2025 2:35:56 AM
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1/12/2025 2:28:26 AM
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