THE SHARED REFERENCE Adventurer

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.

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 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.

Chromatic Orb

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.

Teleport

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

Quick preview