Auril (First Form)

Medium monstrosity, Neutral Evil

Armor Class

13

Hit Points

95 (10d8+50)

Speed

walk 30 ft., fly 60 ft.

Saves

Con +9, Wis +12

Skills

Deception +13, Insight +12, Intimidation +13, Perception +16

Damage Vulnerabilities

radiant

Damage Immunities

cold, poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses

darkvision 120 ft., truesight 120 ft.

Languages

all, telepathy 1000 ft.

Challenge

9

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.

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.