Auril (First Form)

Icewind Dale: Rime of the Frostmaiden p. 275

Size
Medium
Type
monstrosity
Alignment
neutral evil
AC
13
Hit Points
95 (10d8+50)
Speed
walk 30 ft., fly 60 ft.
Saving Throws
Con +9, Wis +12
Skills
Deception +13, Insight +12, Intimidation +13, Perception +16
Immunities
cold, poison
Vulnerabilities
radiant
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses
darkvision 120 ft., truesight 120 ft.
Passive Perception
26
Languages
all, telepathy 1000 ft.
Challenge
9
STR
14
+2
DEX
16
+3
CON
21
+5
INT
24
+7
WIS
26
+8
CHA
28
+9

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.

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

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 target. 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 target. Hit: 13 (3d8) cold damage.

Legendary Actions

Legendary Actions (3/Turn)

Auril can take 3 legendary actions, choosing from the options below. Only one legendary action 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 its turn.

recharge

3/TURN

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.

Spells

chromatic orb, detect magic, misty step, control weather, detect thoughts, ice storm

Other data

description

Roleplaying Auril Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful:

  • So long as she has mortal worshipers, Auril can't truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals' demands. As the embodiment of winter's cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity.
  • Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her.
  • Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It's appropriate for Auril to act as though she's invincible while underestimating her mortal enemies, even in her current weakened state.

Lair Actions: Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about the regional effects that encompass the island. While she's on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):

  • Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
  • Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.
  • Auril telepathically communicates with any number of creatures at once, provided they're all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action.

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.