My Documents
Support GM Binder!
___ ___ >## Auril, the frostmaiden >*Large monstrosity (divinity), neutral evil* >___ >- **Armor Class** 21 (natural armor) >- **Hit Points** 362 (25d10 + 225) >- **Speed** 40 ft., Fly 80 ft. (hover), Swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|22 (+6)|28 (+9)|24 (+7)|20 (+5)|26 (+8)| >___ >- **Saving Throws** Dex +14, Con +17, Cha +16 >- **Skills** Insight +13, Intimidation +16, Nature +15, Religion +15, Survival +13 >- **Damage Vulnerabilities** fire >- **Damage Resistances** bludgeoning, piercing, and slashing damage from magical weapons, lightning, thunder >- **Damage Immunities** cold, bludgeoning, piercing, and slashing damage from non-magical weapons >- **Condition Immunities** charmed, frightened, paralyzed >- **Senses** truesight 120 ft., darkvision 120 ft., passive Perception 15 >- **Languages** Common, Celestial, Infernal, Abyssal, Auran >- **Challenge** 24 (62000 XP) >___ >***Avatar.*** All unarmed and weapon attacks are treated as magic weapons. Avatars are unaffected by antimagic fields, and are able to use all of their powers normally as though the antimagic field does not exist. > >***Divine Aura.*** Each creature of Auril's choice that is within 240 feet of Auril and aware of her must succeed on a DC 21 Wisdom saving throw or become frightened for as long as they are aware of her presence. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Auril's Divine Aura for the next 24 hours. > >***Mark Of The Frostmaiden.*** A creature that touches Auril or hits her with a melee attack while within 10 feet of her gains cold vulnerability and takes 14 (4d6) cold damage. Each round at the beginning of the creature's turn it can attempt a Constitution save (DC 24) to end the cold vulnerability effect, and if successful, cannot be affected again by this ability for 24 hours. > While affected, the creature's flesh is marked with the symbol of Auril and suffers disadvantage on saves against Auril's Command Creatures of the Cold ability. > >***Magic Resistance.*** Auril has advantage on saving throws against spells and other magical effects. > >***Command Creatures of the Cold..*** One creature Auril can see within 60 feet of her must succeed on a DC 23 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Auril's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this power for the next 24 hours. Auril can only use this power on creatures that are naturally immune to cold, or have taken the form of a creature that is naturally immune to cold, or have a currently active Mark of the Frostmaiden. > >***Icedawn.*** In her Icedawn form, Auril gains a +5 bonus to her AC, but cannot use her innate spellcasting ability. Switching between forms requires an action. > >***Innate Spellcasting.*** Auril's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). Auril can innately cast the following spells, requiring no components: > >At will: *conjure elemental (air and ice elementals only)*, *control weather (cold only)*, *freezing sphere*, *ice storm*, *sleet storm*, *wall of ice*, *wind walk*, *heart of ice*, *chill metal*, *frost fingers*, *frost whip*, *ice blade*, *wind wall*, *control winds* > >### Actions >***Multiattack.*** Auril makes 2 frostbrand attacks and uses an innate spell ability or bestow mark. > >***Frostbrand.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage, plus 28 (8d6) cold damage. > >***Bestow Mark.*** Auril bestows the Mark of the Frostmaiden on a creature within 60 ft, doing 42 (12d6) cold damage instead of the regular damage dealt by the ability. > >### Legendary Actions >Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option 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 her turn. > > ***Attack.*** Auril makes a frostbrand attack. > > ***Cast a Spell (Costs 2 Actions).*** Auril uses one of her innate spells. > > ***Bestow Mark.*** Auril uses Bestow Mark. > >