Mod | Save | ||
---|---|---|---|
STR | 1 | -5 | -5 |
DEX | 12 | +1 | +1 |
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 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 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form, 2/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 uses Polar Ray three times.
Polar Ray. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage.
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).
Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option 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 her turn.
Polar Ray. Auril uses Polar Ray.
Intensify Aura. Auril’s Frigid Aura deals an extra 10 cold damage until the end of her next turn. This action can only be used once per round.
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 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This action can only be used once per round and can not be used while her blizzard veil is active.
Description
Third Form
Auril’s third form, called Winter’s Womb or the Queen of Frozen Tears by her most ardent followers, is a 3-foot-diameter ice diamond containing the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the heart of the diamond.
If Auril is killed in her third and final form, she is dead until the next winter solstice. While she is dead, her mortal worshipers lose their god-granted spells and abilities.
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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