Small elemental, Neutral Evil
| Armor Class | 19 (natural armor) |
|---|---|
| Hit Points | 136 (16d6 + 80) |
| Speed | 0 ft., fly 30 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 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 Resistances | — |
| 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 |
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.
Auril uses Polar Ray twice.
Ranged Spell Attack Roll: +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 Vision and Light, 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 concentration on a spell).
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.