13
95 (10d8+50)
walk 30 ft., fly 60 ft.
Con +9, Wis +12
Deception +13, Insight +12, Intimidation +13, Perception +16
radiant
cold, poison
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
darkvision 120 ft., truesight 120 ft.
all, telepathy 1000 ft.
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 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.
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.
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
Auril attacks twice with her talons.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) cold damage.
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.
Ranged Spell Attack: +13 to hit, range 90 ft., one target. Hit: 13 (3d8) cold damage.
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.
Auril attacks once with her talons.
Auril teleports to an unoccupied space she can see within 30 feet of her.
Auril uses Touch of Frost.