Medium Celestial, Neutral Evil
AC 15    Initiative +11 (21)
HP 133 (14d8 + 70)
Speed 30 ft., fly 60 ft.
Mod Save
STR 14 +2 +2
DEX 16 +3 +3
CON 21 +5 +9
Mod Save
INT 24 +7 +7
WIS 26 +8 +12
CHA 21 +5 +9
Skills Deception +13, Insight +12, Intimidation +13, Perception +16
Vulnerabilities Radiant
Immunities Cold, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 1000 ft.
CR 9 (XP 5,000, or 5,900 in lair; PB +4)
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.

Legendary Resistance (2/Day in This Form, 3/Day if in her lair). 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

Multiattack. Auril attacks twice, using Touch of Frost or Burst of Cold in any combination.

Touch of Frost. Melee Attack Roll: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) Piercing damage plus 9 (2d8) Cold damage., and the target can’t take reactions until the start of its next turn.

Burst of Cold. Ranged Attack Roll: +9 to hit, range 90ft., one creature. Hit: 22 (5d8) cold damage.

Innate Spellcasting. Auril’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts,

2/day each: control weather, ice storm (level 5 version)

Bonus Actions

Misty Step. Auril casts the Misty Step spell, using the same spellcasting ability as Spellcasting.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Auril can expend a use to take one of the following actions. Auril regains all expended uses at the start of each of its turns.

Swoop. Auril moves up to half her speed and makes one Touch of Frost attack

Teleport. Auril casts the Misty Step spell, using the same spellcasting ability as Spellcasting.

Burst of Cold. Auril makes one Burst of Cold attack

Description

Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.

Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury.

After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.

Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.

Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice.

First Form

In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down. Protruding from her feathery owl’s head is a pair of curved goat horns. A cloak and cowl made of pristine white snow conceals much of her tripartite form, which her worshipers refer to as the Cold Crone. This cloak can transform into a pair of owl’s wings when Auril sees fit.

Lair and Lair Actions

Auril's Lair

Auril dwells in frigid, isolated regions, such as the head of a glacier, an island in a sea of frigid water, or at the peak of snowy mountain

The region containing Aurils lair is altered by its presence, creating the following effects:

All-Seeing: Auril can cast the spell Clairvoyance, requiring no spell components and using the same spellcasting ability as her Spellcasting action.

Bone Chilling Cold: The area within 1 mile of the lair is an area of extreme cold. Any water in that area is frigid water. See the Dungeon Master’s Guide for rules on extreme cold and frigid water. If the area was already of either extreme cold or frigid water, the DC to resist the effects is now 15 instead of 10. As well, any creature that lacks resistance or immunity to cold regains only a number of hit points equal to its Constitution modifier (minimum of 0) whenever they spend a Hit Die to regain hit points.

Frigid Air: The area within 1 mile of the lair is lightly obscured by misty fog.

Previous Versions

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3/1/2025 10:12:48 PM
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