Medium monstrosity, neutral evil
- Armor Class
- 13
- Hit Points
- 95 (10d8 + 50)
- Speed
- fly 60 ft., 30 ft.
- Challenge
- 9 (5,000 XP)
- Saving Throws
- Con +9, Wis +12
- Skills
- Insight +12, Deception +13, Perception +16, Intimidation +13
- Damage Immunities
- cold; poison
- Damage Vulnerabilities
- radiant
- Condition Immunities
- charmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned
- Senses
- darkvision 120 ft., truesight 120 ft., passive Perception 26
- Languages
- all, telepathy 1000 ft.
Traits
Auril can't be surprised and can't be changed into another form against her will.
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.
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.
Actions
Auril attacks twice with her talons.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) cold damage.
Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 13 (3d8) cold damage, and the target can't take reactions until the start of its next turn.
Ranged Spell Attack: +13 to hit, range 90 ft., one creature. Hit: 13 (3d8) cold damage.
Legendary Actions
Auril attacks once with her talons.
Auril teleports to an unoccupied space she can see within 30 feet of her.
Auril uses Touch of Frost.
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: