Failed to load data. Try again
Auril (Third Form)
- STR
- 1 (-5)
- DEX
- 12 (+1)
- CON
- 21 (+5)
- INT
- 24 (+7)
- WIS
- 26 (+8)
- CHA
- 28 (+9)
Auril can't be surprised and can't be changed into another form against her will.
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.
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.
If Auril fails a saving throw, she can choose to succeed instead.
Auril has advantage on saving throws against spells and other magical effects.
Auril doesn't require air, food, drink, or sleep.
Actions
Auril uses Polar Ray twice.
Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 14 (4d6) cold damage.
Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area within the sphere is heavily obscured, 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 Actions
Legendary Action Uses: 3. Immediately after another creature's turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
Auril uses Polar Ray.
Auril's Frigid Aura deals an extra 10 cold damage until the end of her next turn.
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.
Find this creature in the encounter builder
.webp)
Source: Icewind Dale: Rime of the Frostmaiden, p. 278 - Licenses and attribution