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 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.
Legendary Resistance (2/Day in This Form). 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.
Glacial Aura. At the end of the Auril's turn, slippery ice covers surfaces within 10 feet of the Auril. This ice is difficult terrain. When a creature other than the Auril enters the ice's area for the first time on a turn or starts its turn there, it must succeed on a DC 20 Dexterity saving throw or have the prone condition. The ice disappears at the start of auril's next turn.
Taloned Paws. Auril can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Multiattack. Auril attacks twice with her talons and once with her beak.
Talons. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 3 (1d6) cold damage.
Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 7) piercing damage plus 4 (1d8) cold damage.
Crushing Pounce. (Recharge 5–6) Auril leaps up to 30 feet to an unoccupied space.
Each creature within 10 feet of where she lands must make a DC 20 Dexterity saving throw, taking 31 (7d8) bludgeoning damage plus 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. A creature that fails the save is knocked prone. Auril does not provoke opportunity attacks during this movement.
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.
Beak. Auril attacks once with her beak.
Move. Auril moves upt to half her speed. This movement does not provoke opportunity attacks.
Ice Pillars (Costs 2 Actions). Auril slams her forelimbs into the ground, causing jagged pillars of magical ice to erupt from the earth. Choose a 10-foot-square area of ground within 60 feet of Auril.
Each creature in that area must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 14 (4d6) piercing damage plus 14 (4d6) cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes no damage and moves to the nearest unoccupied space adjacent to the area.
The ice pillars remain until destroyed. They are Large objects with AC 15, 30 hit points, immunity to cold, poison, and psychic damage, and vulnerability to fire and thunder damage. The pillars are difficult terrain and provide half cover.
Description
Lair and Lair Actions
Lair Actions
While she is in this form, the Frostmaiden embodies the four cruel principles of winter in a fixed order: Isolation, Preservation, Endurance, and Cruelty. On initiative count 20 (losing initiative ties), she activates the next principle in the sequence. After Cruelty, the sequence begins again with Isolation.
- Isolation: Until initiative count 20 on the next round, whenever a creature ends its turn within 10 feet of one or more allied creatures, each creature in that cluster takes 18 (4d8) cold damage. This damage ignores resistance to cold damage.
- Preservation: Until initiative count 20 on the next round, the first time on each turn that a creature willingly moves 5 feet or more, it takes 18 (4d8) cold damage. This damage ignores resistance to cold damage.
- Endurance: Until initiative count 20 on the next round, Auril is immune to all damage.
She can still be affected by conditions, forced movement, grapples, restraints, and other non-damaging effects. - Cruelty: Until initiative count 20 on the next round, whenever a creature other than Auril restores hit points to another creature using a spell or magical ability, the creature providing the healing immediately takes 13 (3d8) cold damage. This damage ignores resistance to cold damage.
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