Mod | Save | ||
---|---|---|---|
STR | 18 | +4 | +4 |
DEX | 16 | +3 | +3 |
CON | 21 | +5 | +9 |
Mod | Save | ||
---|---|---|---|
INT | 24 | +7 | +7 |
WIS | 26 | +8 | +12 |
CHA | 21 | +5 | +9 |
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 collapses into shards of ice, whereupon Auril instantly reappears in her third form, in an unoccupied space within 60 feet of where her second form was destroyed. 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.
Multiattack. Auril attacks twice, using Ice Morningstar or Ice Javelin in any combination.
Ice Morningstar. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 13 (3d8) cold damage. If the target is a Large or smaller creature, it has the Prone condition.
Ice Javelin. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 11 (2d6+4) piercing damage plus 11 (3d8) cold damage. On a hit, the target's speed is reduced by 10 feet until the start of Auril's next turn. The target can not have their speed reduced by more than 10 feet if they are hit more than once.
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: cone of cold
Create Ice Mephit (3/Day). Auril breaks off an icicle 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 17 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.
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.
Attack. Auril makes one weapon attack.
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.
Splinter. Auril uses Create Ice Mephit or causes one to ice mephit she can see within 60 feet of her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 17 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed saving throw, and half as much damage on a successful one.
Description
Second Form
Auril’s second form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice.
Auril the Frostmaiden
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.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.
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.
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