Auril (Third Form) IDRotF
Small Elemental, Neutral Armor Class 18 (natural armor) Hit Points 136 (16d6 + 80) Speed 0 ft., fly 30 ft. (hover)
Stats
STR DEX CON INT WIS CHA 10 (0) 12 (+1) 21 (+5) 24 (+7) 26 (+8) 28 (+9)
Saving Throws Con +9, Wis +12 Skills: Deception +13, Insight +12, Intimidation +13, Perception +16
Damage Vulnerabilities thunder Damage Immunities cold, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned Senses blindsight 120 ft. (blind beyond this radius), truesight 120 ft., passive Perception 26 Languages all, telepathy 1,000 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4
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 5 cold damage at the start of each of her turns. (Make concrete check)
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
Alarm: at the start of each turn, Auril’s core emits a deafening alarm and message (no action required). Con Save DC 18, or take 2d6 sonic damage and become deafened for the round. On a save, half damage and no deafened.
Multiattack. Auril uses Polar Ray twice, or any other two actions.
Polar Ray. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 14 (3d6) cold damage.
Blizzard Veil. 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).
Cone of Cold (Roll 1d6, on 5-6). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.
Summon Simulacrum: Auril attempts to summon a simulacrum of a creature within 120ft. A creature within range makes a charisma saving throw. Upon failure, a Simulacrum immediately forms in a square of snow closest to them. DC 16
The Simulacrum is under Auril’s control and rolls its own initiative. Simulacra can include previous forms. (3x, recharge on 4 on d4 roll each turn) Each Simulacrum has 40 HP or whatever the source creature had. Whichever is lower. it lasts for 4 rounds or until destroyed
Legendary Actions
In addition to any of the below actions, on ititiative count 20, a mephit appears in a location of Auril’s choice (near characters)
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.
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 16 constitution 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.
Ice Stasis (Recharge 5–6). Auril magically creates a gem-sized ice crystal that hovers in a space within 5 feet of her. Auril then targets a creature she can see within 60 feet of the crystal. The target must succeed on a DC 21 Charisma saving throw or become trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and other effects outside the crystal, and takes 1d4 cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal.
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