D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
Auril, the Frostmaiden (WIP)
Auril, also known as The Cold Goddess, The Frostmaiden, Icedawn, the Goddess of Winter, and the Frost Sprite Queen, is a fickle, vain, and evil deity, who is primarily venerated out of fear.

Divine Realm
Auril divine realm is called Winter's Hall and is located in Pandesmos, the topmost layer of Pandemonium. The Norse god Loki also sometimes resides in Winter's Hall, for whenever he fell out of grace with the other Aesir and needs a place to hide away.

Auril is more powerful when she is in her divine realm. While in Winter's Hall, Auril is considered CR 30 (155,000 XP / 465,000XP) and she gains the following attributes:
  • She has advantage on attack rolls.
  • Her regeneration increases to 40 hit points regained.
  • She can use realm actions,
  • She gains another mythic stage and she can choose any of her forms in this second mythic stage.
Realm Actions
While she’s in Winter's Hall, Auril can take one of the following realm actions on initiative count 20 (losing initiative ties):
  • Auril instantly knows the locations and health of all other creatures in Winter's Hall. She knows how much damage each of these creatures has taken and what conditions or other effects that are affecting them currently. Creatures of lvl or CR 21 and greater can make a DC 26 Wisdom saving throw to avoid being detected by Auril. On a successful save, Auril does not know the creature's location or health.
  • Auril teleports to any location of her choice within Winter's Hall.
  • Auril telepathically communicates with any number of creatures at once, provided they’re all on the Winter's Hall.
  • Auril conjures a cold mist the covers a 1 mile radius area originating from any point within Winter's Hall of Auril's choice. The area within the mist is lightly obscured and creatures in the mist without the ice walk treat it as difficult terrain. This effect lasts until Auril leaves Winter's Hall or uses a different lair action.
Relationships
Following the Spellplague, Auril gained significant power by siphoning the faiths of Ulutiu, Aerdie Faenya, and Gruumsh/Talos into her own. In addition to her classic portfolio of cold and winter, the Frostmaiden claimed dominion over wind and storms, bringing her into direct conflict with the ancient primordial power Akadi.

In earlier centuries, Auril was a member of the Deities of Fury, along with Malar, Umberlee, and Talos. Originally, Umberlee and Auril cooperated with some degree of confidence, while Malar and Auril despised each other. However, eventually Umberlee began to resent the rigid nature of Frostmaiden and she conspired with Malar and Talos to cast Auril out of their alliance.

At one stage, Auril was in a relationship with Thrym, God of the frost giants. During that time she became the mother to the Empyrean daughter Nalkara.

Three Forms of Cold.
When Auril appears in the mortal realm she takes on three different forms. She always appears in the same forms, and always in the same order.

First Form. In her first form, Auril appears as a hunched, 12-foot-tall cloven hoofed biped covered in grayish-white fur and feathers. Her head resembles that of a snowy owl adorned with a pair of curved goat horns and her arms end in viscous black talons. She wears a cloak and cowl made of pristine white snow that can transform into a pair of owl’s wings when Auril sees fit.

Second Form. Auril’s second form is that of a 20-foot-tall woman made entirely of ice and frost. Her eyes glow pale blue and she is veiled in a thin cloak of mist. Shards of shape ice grow out of her body at odd angles and her body crackles when she moves.

Third Form. Auril’s third form is a 6-foot-diameter multifaceted ice diamond with a sharp point at the bottom. When in this form she hovers in the air, radiating intense cold all around it.

---

Auril
Elite Large elemental (avatar), neutral evil
Armor Class 25 (natural armor)
Hit Points 540 (30d10 + 240)
Speed 40 ft./50 ft. (second form), fly 120 ft. / 60 ft. (hover, in third form only)

STRDEXCONINTWISCHA
25 (+7)26 (+8)27 (+8)24 (+7)26 (+8)28 (+9)

Savings Throws Str +15, Dex +16, Con +16, Int +15, Wis +16, Cha +17
Skills Deception +17, Insight +16, Intimidation +17, Perception +24
Damage Resistances TBD
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Darkvision 240 ft., Truesight 240 ft., Passive Perception 34
Languages All, Telepathy 1 mile.
Challenge 28 (120,000 XP)

Second Form, Frostmaiden. When Auril first drops to 270 hit points, her body turns to slush and melts away. Auril instantly reappears in her second form in an unoccupied space within 120 feet of where her first form disappeared, her size becomes Huge and she gains 60 temporary hit points. She can now use her second form's actions.

Third Form, Winter's Tear (Mythic Trait, 1/ Short or Long Rest). When Auril is reduced to 0 hit points, and does not discorporate, she doesn’t die or fall unconscious. Instead, all conditions and effects she is suffering end for her, she regains 600 hit points, all of her abilities recharge and she can only use her third form and mythic actions.

Blizzard Veil (Third Form Only). Auril uses a bonus action to create a magical blizzard in a 60-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 or she chooses to end the effect (no action required).

Diamond Hardness (Third Form Only). In her third form, Auril is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 10 hit points of damage, in which case she takes damage as normal.

Frigid Aura. So long as Auril has at least 1 hit point, each creature within 30 feet of her takes 20 cold damage at the start of each of her turns. When Auril is in her third form, the range of her aura increases to 120 feet and the damage increase to 30 cold damage.

Ice Walk. Auril can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment.

Innate Spellcasting. Refer to lesser god traits. Additionally, Auril’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). She can innately cast the following spells, requiring no components:

At will: bestow curse, chromatic orb (8d8 cold damage), fog cloud, misty step, sleet storm
3/day each: control weather, ice storm, otiluke's freezing sphere
1/day each: imprisonment, storm of vengeance (cold damage instead of acid)


Lesser Deity. Auril has the following lesser god traits:
Discorporation, Divine Being, Divine Might, Limited Magic Immunity, Magic Weapons, Regeneration, Unstoppable.

ACTIONS
Multiattack. Auril makes two attacks: any combination of ice dart, ice morningstar, orb of cold, polar ray, or talon attacks depending on her form.

Talons (First or Second Form Only). Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage plus 18 (4d8) cold damage.

Orb of Cold (First or Second Form Only). Ranged Spell Attack: +17 to hit, range 180 ft., one creature. Hit: 36 (8d8) cold damage.

Touch of Frost (First or Second Form Only). Melee Spell Attack: +17 to hit, reach 10 ft., one creature. Hit: 42 (12d8) cold damage, and the target can’t take reactions until the start of its next turn.

Ice Morningstar (Second Form Only). Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 18 (4d8) cold damage.

Ice Dart (Second Form Only). Ranged Weapon Attack: +16 to hit, range 90/240 ft., one or two targets. Hit: 10 (3d4 + 3) piercing damage plus 10 (3d6) cold damage.

Cone of Cold (First or Second Form Only, Recharge 5-6). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 120-foot cone must make a DC 24 Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one.

Ice Stasis (Second Form Only, Recharge 5–6). Auril magically creates a gem-sized ice crystal that hovers in a space within 10 feet of her. Auril then targets a creature she can see within 120 feet of the crystal. The target must succeed on a DC 25 Charisma saving throw or become trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and other effects outside the crystal, and takes 35 (10d6) cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 22, 30 hit points, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal.

Polar Ray (Third Form Only). Ranged Spell Attack: +17 to hit, range 240 ft., one target. Hit: 28 (8d6) cold damage.

Summon Ice Mephit (3/Short Rest). Auril summons 2d4 ice mephits (see its entry in the Monster Manual) tp unoccupied spaces within 60 feet of Auril. The mephit acts immediately after Auril in the initiative order and obeys her commands.

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 can use any unspent legendary actions at the end of each round and she regains spent legendary actions at the start of her turn.

Attack. Auril makes one ice dart, ice morningstar or talon attack.
Quick Casting. Auril casts an at will spell.
Teleport. Auril teleports to an unoccupied space she can see within 120 feet of her.
Ice Flurry (Second Form Only, Costs 2 Actions). Each creature within 60 feet of Auril takes 10 (4d4) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished.
Spellcasting (Costs 2 Actions). Auril cast as spell.
Touch of Frost (Costs 2 Actions). Auril uses Touch of Frost.
Splinter (Costs 3 Actions). Auril uses Summon Ice Mephit or causes up to four ice mephits she can see within 120 feet of her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 25 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed saving throw, and half as much damage on a successful one.

MYTHIC ACTIONS
If Auril’s mythic trait is active, she can only use the options below as legendary actions for 1 hour after using Winter's Tear.

Polar Ray. Auril uses Polar Ray.
Intensify Aura (Costs 2 Actions). All targets in Auril's Frigid Aura take 20 cold damage.
Blinding Gleam (Costs 2 Actions). Auril flares with a blue light. Each creature that can see Auril and is within 30 feet of her must succeed on a DC 25 Wisdom saving throw or be blinded 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.
Spellcasting (Costs 2 Actions). Auril cast as spell.
Freezing Beam (Costs 3 Actions). Auril emits a beam of intense cold in 300-foot line that is 10 feet wide. Each creature in the Beam must make a DC 25 Dexterity saving throw. On a failed save the target takes 28 (8d6) cold damaged, is restrained and begins to turn into ice. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified (frozen) until freed by the greater restoration spell or other magic.
Splinter (Costs 3 Actions). Auril uses her splinter legendary action.
 
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TheBoredGM

Beneath our modern banality, we're just savages.
Auril, the Frost Maiden (WIP)
Auril (First Form)
Medium monstrosity, neutral evil

Armor Class 13
Hit Points 95 (10d8 + 50)
Speed 30 ft., fly 60 ft.

STR
14 (+2)
DEX
16 (+3)
CON
21 (+5)
INT
24 (+7)
WIS
26 (+8)
CHA
28 (+9)

Saving Throws CON +9, WIS +12
Skills Deception +13, Insight +12, Intimidation +13, Perception +16
Damage Vulnerabilities Radiant
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 1000 ft.
Challenge 9 (5,000 XP)

Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.

Divine Rejuvenation. 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.

Innate 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:

At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control weather, detect thoughts, ice storm

Legendary Resistance (2/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 attacks twice with her talons.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) cold damage.

Touch of Frost. 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.

Chromatic Orb. Ranged Spell Attack: +13 to hit, range 90 ft., one creature. Hit: 13 (3d8) cold damage.

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.

Talons. Auril attacks once with her talons.
Teleport. Auril teleports to an unoccupied space she can see within 30 feet of her.
Touch of Frost (Costs 2 Actions). Auril uses Touch of Frost.

MYTHIC ACTIONS
Auril is a lesser god.
Is this an aspect?
 

dave2008

Legend
Auril is a lesser god.
Is this an aspect?
This will be her lesser god stats, it is just a WIP at this point. This is just her first stage from the new adventure Rime of the Frostmaiden. I am going to combine all 3 stages into one true lesser god stat block. This is just a place holder. Hopefully I can get to it after work today.
 

TheBoredGM

Beneath our modern banality, we're just savages.
This will be her lesser god stats, it is just a WIP at this point. This is just her first stage from the new adventure Rime of the Frostmaiden. I am going to combine all 3 stages into one true lesser god stat block. This is just a place holder. Hopefully I can get to it after work today.
In Rime she is severely weakend, enough that mortals can defeat her. But one year later (post-adventure) she is unbanished from her realm, and presumably regains her true lesser god power.
 




TheBoredGM

Beneath our modern banality, we're just savages.
Divine Rejuvenation (Mythic Trait, 1/ Short or Long Rest). When Auril is reduced to 0 hit points, and does not discorporate, she doesn’t die or fall unconscious. Instead, all conditions and effects she is suffering end for her, he regains 600 hit points, all of her abilities recharge and she can only use her third form and mythic actions.
 


dave2008

Legend
In honor of the release of Rime of the Frostmaiden, I give you the lesser goddess: Auril!

Note, this was a mash up and upgrade to her 3 forms in Rime. It made the stat block a bit large and I probably should have stuck with the multiple stat block format, but I wanted to try and put it all in one and see how it worked.
 

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