Monster
Auril (First Form)
Outside your table’s allowed sources
Official reference · IDRotF · 2014
- Creature type
- Monstrosity
- Size
- Medium
- Armor class
- 13
- Hit points
- 95 (10d8 + 50)
- Speed
- Walk 30 ft., Fly 60 ft.
- Challenge rating
- 9
- Alignment
- Neutral Evil
- Strength
- 14
- Dexterity
- 16
- Constitution
- 21
- Intelligence
- 24
- Wisdom
- 26
- Charisma
- 28
- Passive Perception
- 26
- Saving Throws
- con: +9; wis: +12
- Skills
- deception: +13; insight: +12; intimidation: +13; perception: +16
- Senses
- darkvision 120 ft., truesight 120 ft.
- Languages
- all, telepathy 1000 ft.
- Immunities
- cold, poison
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
- Vulnerabilities
- radiant
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)
If Auril fails a saving throw, she can choose to succeed instead.
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 with her talons.
Talons
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) cold damage.
Touch of Frost
Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 13 (3d8) cold damage, and the target can't take reactions until the start of its next turn.
Ranged Spell Attack: +13 to hit, range 90 ft., one creature. Hit: 13 (3d8) cold damage.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Talons
Auril attacks once with her talons.
Auril teleports to an unoccupied space she can see within 30 feet of her.
Touch of Frost (Costs 2 Actions)
Auril uses Touch of Frost.
Innate Spellcasting
Auril's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see "Actions" below), detect magic, misty step
2/day each: control weather, detect thoughts, ice storm