Auril (Third Form)

Small elemental, Neutral Evil

Armor Class

19 (natural armor)

Hit Points

136 (16d6+80)

Speed

walk 0 ft., fly 30 ft.

Saves

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.

Languages

all, telepathy 1,000 ft.

Challenge

11

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 10 cold damage at the start of each of her turns.

Legendary Resistance (1/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

Multiattack

Auril uses Polar Ray twice.

Polar Ray

Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 14 (4d6) 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).

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.

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 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.