5e:Auril Frostmaiden/Second Form

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Icewind Dale Rime of the Frostmaiden
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Auril Frostmaiden Second Form [1][2]
Large Elemental , Neutral Evil
Armor Class: 16 (natural armor)
Hit Points: 136
Speed: 30 ft.
Str Dex Con Int Wis Cha
Saving Throws: Con, Wis
Skills: Deception, Insight, Intimidation, Perception
Damage Vulnerability: fire
Damage Immunity: cold, poison
Condition Immune: charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses: darkvision 120 ft., truesight 120 ft., passive perception 26
Languages: all; telepathy 1,000 ft.
Habitat: Arctic
Challenge: 10 (5,900 xp)Proficiency Bonus (PB): +4

Features

Divine Being. Can't be surprised or made to change form.

Divine Rejuvenation. On dropping to 0 hit points, assumes third form.

Legendary Resistance (2/Day in This Form). [3] If Auril fails a saving throw, she can choose to succeed instead.

Magic Resistance. [3] 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. 2 or 3

Ice Morningstar. Melee Weapon Attack: piercing damage plus cold damage.

Ice Dart. Ranged Weapon Attack: piercing damage plus cold damage.

Cone of Cold (Recharges after a short or long rest). Each creature in cone, Constitution saving throw, taking cold damage on fail, or half on success.

Create Ice Mephit (3/Day). Create an ice mephit ally.

Ice Stasis (Recharge 5-6). Creates crystal that targets a creature, Charisma saving throw or become trapped. While trapped it is stunned, has total cover, and takes cold damage each turn. Crystal is a Tiny object that can be damaged by fire damage. 

Legendary Actions

The elemental 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. The elemental regains spent legendary actions at the start of its turn.

Attack. One weapon attack.

Ice Flurry (Costs 2 Actions). Each creature in range takes piercing damage, and nonmagical, flames are extinguished.

Splinter (Costs 3 Actions). Uses Create Ice Mephit or causes one to ice mephit to explode and die (see Death Burst).


Lair Actions

Summary: [4] Auril Frostmaiden claims her island of Solstice in the Sea of Moving Ice as her Lair.

On this island, she can take one lair actions on initiative count 20 (losing initiative ties):

  • Knows the locations, health, and condition of all creatures on the island.
  • Can teleports to any location on the island.
  • Can telepathically communicates with any or all creatures on the island.

Auril's Three Forms

Summary: [1] In her weakened state, Auril assumes 3 forms. To be destroyed, each form must be destroyed in turn. But even so, as long as she has worshipers, she will be reborn on winter solstice. If less than all her forms are destroyed, she regains all forms after a Long Rest.

Second Form

Her second form appears as a female giant made of ice, with blades and spikes of ice sprouting from it. In this form she is called Lady Icekiss or the Brittle Maiden.

First Form

Third Form

Sources and Notes

  1. Christopher Perkins, et. al.. Icewind Dale Rime of the Frostmaiden (5e 2014) (2020-09-15). Wizards of the Coast. ISBN 978-0786966981. p. 276-277. Licensed: © Wizards of the Coast (used under 'fair use' clause). 1.0 1.1
  2. Unofficial — Habitat
  3. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. 3.0 3.1
  4. IDRotF p.275 (sumarized)

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Back to Main PageDnD5x5e (2014)Campaign SettingForgotten Realms

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