THE SHARED REFERENCE Adventurer

Monster

Auril (Third Form)

Outside your table’s allowed sources

Official reference · IDRotF · 2014

Creature type
Elemental
Size
Small
Armor class
19 (natural armor)
Hit points
136 (16d6 + 80)
Speed
Fly 30 ft. (hover)
Challenge rating
11
Alignment
Neutral Evil
Strength
1
Dexterity
12
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
blindsight 120 ft. (blind beyond this radius), truesight 120 ft.
Languages
all, telepathy 1,000 ft.
Immunities
cold, poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Vulnerabilities
thunder

Traits

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)

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 uses Polar Ray twice.

Polar Ray

Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 14 (4d6) cold damage.

Blizzard Veil

Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area within the sphere is 2, 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).

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

Polar Ray

Auril uses Polar Ray.

Intensify Aura (Costs 2 Actions)

Auril's Frigid Aura deals an extra 10 cold damage until the end of her next turn.

Blinding Gleam (Costs 2 Actions)

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.

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