Auril, the Frostmaiden

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Faiths & Avatars

Auril

The Frostmaiden

Priests of Auril



Icepriest of Auril, Lesser

Medium humanoid, neutral evil


  • Armor Class 10
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 15 (+2) 10 (+0) 15 (+2) 12 (+1)

  • Saving Throws Con +4, Wis +4
  • Skills Intimidation +3, Medicine +4, Religion +2
  • Damage Resistances cold
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/4 (50 XP)

Lesser Mark of the Frostmaiden. The Icepriest can select a creature within 30 ft. to receive the Mark of the Frostmaiden. The target of the Mark gains cold vulnerability. Every round, at the beginning of the target's turn, the target can attempt a Constitution save (DC 12) to end the effect.

While affected, the creature's flesh is marked with the symbol of Auril. This ability does not affect creatures that have cold resistance or immunity.

Spellcasting. The Icepriest is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Icepriest has the following cleric spells prepared:

Cantrip (at will): chill touch, guidance, ray of frost 1st level (4 slots): bane, frost fingers*, healing word, inflict wounds 2nd level (2 slots): chill metal*, gust of wind

Actions

Ice Axe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) slashing damage in melee, or 3 (1d6) slashing damage at range, plus 7 (2d6) cold damage. In the hands of a non-worshiper of Auril, the ice axe functions as a regular handaxe.

Icepriest Encounters

Icepriests of Auril avoid melee combat if possible, using their spells to attack from range and prevent their enemies from closing with them. They often lead with their Mark of the Frostmaiden ability to weaken their enemy against their spells.


Icepriest of Auril, Greater

Medium humanoid, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 17 (+3) 12 (+1) 17 (+3) 16 (+3)

  • Saving Throws Con +5, Wis +5
  • Skills Intimidation +5, Medicine +5, Religion +3
  • Damage Immunities cold
  • Senses passive Perception 13
  • Languages Common
  • Challenge 3 (700 XP)

Mark of the Frostmaiden. The Icepriest can choose a creature within 30 ft. to receive the Mark of the Frostmaiden. The target of the Mark gains cold vulnerability and takes 28 (8d6) cold damage. Each round at the beginning of the creature's turn it can attempt a Constitution save (DC 13) to end the 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. This ability does not affect creatures that have cold immunity.

Spellcasting. The Icepriest is a 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Icepriest has the following cleric spells prepared:

Cantrip (at will): chill touch, guidance, ray of frost 1st level (4 slots): bane, healing word, frost fingers*, inflict wounds 2nd level (3 slots): chill metal*, gust of wind 3rd level (3 slots): frost whip*, sleet storm, wind wall 4th level (2 slots): conjure minor elementals (air, water, or ice elementals only), ice blade*, ice storm

Actions

Multiattack. The Icepriest uses Mark of the Frostmaiden and makes one ice axe attack, or makes two ice axe attacks.

Ice Axe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) slashing damage in melee, or 3 (1d6) slashing damage at range, plus 10 (3d6) cold damage. In the hands of a non-worshiper of Auril, the ice axe functions as a regular handaxe.

New Monsters



Ice Elemental

Large elemental, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 20 (+5) 5 (–3) 10 (+0) 6 (–2)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan, Auran
  • Challenge 5 (1800 XP)

Ice Walk. The ice elemental 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 it extra moment.

Aura of Bitter Cold. At the start of each of the ice elemental's turns, each creature within 10 feet of it takes 7 (2d6) cold damage.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) cold damage.

Multiattack. The ice elemental makes two slam attacks.

Aurilian Spells


Frost Fingers

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

Frost fingers is a cold form of the burning hands 1 st-level wizard spell. When cast, it causes freezing cold and shards of ice to blast from the caster's fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. Liquids engulfed by the cold may freeze solid (a potion, for example).

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Chill Metal

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a piece of iron and a shard of ice or handful of snow)
  • Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to become colder than ice. Any creature in physical contact with the object takes 2d8 cold damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Frost Whip

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

This spell creates a thin lash of frost stretching from your hand. You can wield the whip to make a melee spell attack against a creature within 10 feet of you. On a hit, the target takes cold damage equal to 1d8 + your spellcasting ability modifier. The frost whip has the finesse and reach properties of a normal whip.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Ice blade

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a shard of ice, glass, or crystal)
  • Duration: Concentration, up to 10 minutes

This spell creates a swirling sword-shaped formation of jagged, fast-swirling ice shards extending from your hand. Weightless and nonmetallic, it is considered a magic weapon for purposes of determining what it can hit. When the sword appears, you make a melee spell attack against a target of your choice within range. On a hit, the target takes 1d8 slashing damage and 3d6 cold damage.

Heart of Ice

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a shard of ice, glass, or crystal)
  • Duration: Concentration, up to 1 minute

This spell requires intense concentration and can only be delivered by touch, requiring a successful melee spell attack. On a hit, victims turn black, are covered by a thin sheen of white frost, and begins to shiver uncontrollably (target is restrained).

A creature restrained by this spell must make a Constitution saving throw at the end of each of its turns, taking 7 (2d6) cold damage on a failed save, and no damage on a successful save. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, its heart freezes and shatters, and it dies. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

Creatures with cold immunity or lacking a heart are not affected by this spell. Creatures with cold resistance gain advantage on their saves versus this spell.

Avatar of Auril

Auril appears most often in one of two avatar forms: the Frostmaiden or Icedawn. The Frostmaiden is a lithe, furious figure of action and is the most often seen avatar of Auril in all regions of Faerun except the south and east. Her skin is blue, her hair is long, free-flowing, and white, and a fine gown of white lawn thickly furred with frost swirls about her. Icedawn is a silent, gliding apparition of icy hauteur, an impassive figure in an ornate crown and hooked, spurred armor of opaque, light blue ice. She casts no spells in this form.

Other Manifestations

Auril usually manifests as icy breath accompanied by a cold, ruthless chuckling and a blue-white radiance that leaves a thin line of frost to mark its passage. She also appears as a blank-eyed face of frost with long, wind-whipped white hair that radiates intense cold. Auril uses this latter manifestation if she wants to speak, slay, or confer items of power upon worshipers. She slays with her life-chilling kiss and confers boons by breathing them out of the face's mouth. Her victims must make a successful DC 25 Constitution save to survive the face's kiss. Auril also indicates her favor or disfavor or sends aid through the presence or actions of air, water, or ice elementals, undead, winter wolves, frost giants, white dragons, yuki-ona, yeti, wendigo, and other arctic creatures.


Boon of Auril

The Boon of Auril confers cold immunity and advantage on all Charisma checks when interacting with arctic creatures or her clergy.



Auril, the frostmaiden

Large fiend (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 +13, Con +16, Cha +15
  • Skills Insight +12, Intimidation +15, Nature +14, Religion +14, Survival +12
  • Damage Vulnerabilities fire
  • Damage Resistances lightning, thunder, poison, bludgeoning, piercing, and slashing that is magical
  • Damage Immunities cold, bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, frightened, paralyzed
  • Senses truesight, darkvision, passive Perception 15
  • Languages All, Telepathy (any creature she is aware of)
  • Challenge 24 (62000 XP)

Avatar. An avatar's 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 doesn't exist.

Multiple Forms. Auril can use her action to transform into her Icedawn form or back into her Frostmaiden form (both are considered her true form). In her Icedawn form, Auril is unable to use her Innate Spellcasting trait.

Mark of the Frostmaiden. A creature that touches Auril or hits her with a melee attack while within 10 feet of her takes 14 (4d6) cold damage and after gains vulnerability to cold. At the start of each of its turns, the affected creature can make a DC 25 Constitution saving throw, ending the effect on itself and becoming immune to it for 24 hours on a success.   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 trait.

Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.

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 movement.

Legendary Resistance (5/Day). If Auril fails a saving throw, she can choose to succeed instead.

Innate Spellcasting (Frostmaiden Form Only). 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: chill metal*, conjure elemental (air and ice elementals only), control weather (cold only), control winds, fire shield (cold shield only), freezing sphere, frost fingers*, frost whip*, heart of ice*, ice blade*, ice storm, sleet storm, wall of ice, wind walk, wind wall

Aura of Frozen Death (Icedawn Form Only). Auril radiates an aura of deadly cold. At the start of each of Auril's turns, each creature within 20 feet of her must make a DC 25 Constitution saving throw. On a failed save, a creature takes 21 (6d6) cold damage and is slowed as though affected by the slow spell. On a successful save, the creature takes half as much damage and isn't slowed. A target reduced to 0 hit points by this damage or that fails three consecutive saves against it dies and is instantly transformed into solid ice.

Limited Magic Immunity (Icedawn Form Only). Auril can't be affected or detected by spells of 6th level or lower unless she wishes to be.

Ice Armor (Icedawn Form Only). Auril gains a +5 natural armor bonus to her AC.

Actions

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 it is 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.

Multiattack. Auril makes two frostbrand attacks and casts a spell or uses Bestow Mark.

Frostbrand. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 28 (8d6) cold damage.

Bestow Mark. Auril bestows the Mark of the Frostmaiden on a creature she can see within 60 feet of her, dealing 42 (12d6) cold damage instead of the regular damage dealt by the trait.

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 damage, or have taken the form of a creature that is naturally immune to cold damage, or are affected by Mark of the Frostmaiden.

Legendary Actions

Auril can take 5 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 casts one of her innate spells.

Bestow Mark. Auril uses Bestow Mark.

Lair Actions

On initiative count 20 (losing initiative ties), Auril takes a lair action to cause one of the following effects:

  • Freezing winds buffet a 60 ft. radius area centered on a point that Auril can see. Creatures in the area of effect must make a DC 25 Constiution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful save.
  • Up to three massive, many-spined shards of ice erupt from the ground, each 20 ft. tall and 10 ft. in diameter at the base. Creatures in the area above an ice shard when it erupts must make a DC 22 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful save. Medium-size or smaller creatures are carried upwards 20 ft. by the shard, while larger creatures are pushed aside.
  • An existing ice shard shatters, sending smaller shards of ice falling to the ground. Any creature within 10 ft. of an ice shard must make a DC 22 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, and half as much on a successful save. This area becomes strewn with chunks of ice, making it difficult terrain. Where the ice shard stood, now stands an ice elemental under Auril's command. Up to three ice elementals created in this way can exist at a time. If a new ice elemental is created from a shard when there are already three active, an existing ice elemental is instantaneously destroyed.

Regional Effects

Auril's presence alters the landscape and weather for miles around her, which creates one or more of the following effects:

  • The temperature drops precipitously, bringing with it freezing winds, hail large enough to kill a person, and terrible snow storms.
  • Arctic monsters are more prevalent, appearing in areas where none had existed previously.
  • Liquids freeze, even if the air temperature is above freezing.


Aspect of Auril

Large fiend (divinity), neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 187 (15d10 + 105)
  • Speed 40 ft., fly 80 ft. (hover), swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 24 (+7) 20 (+5) 16 (+3) 22 (+6)

  • Saving Throws Dex +8, Con +11, Cha +10
  • Skills Insight +7, Intimidation +10, Nature +9, Religion +9, Survival +7
  • Damage Vulnerabilities fire
  • Damage Resistances lightning, thunder, poison
  • Damage Immunities cold, bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities charmed, frightened, paralyzed
  • Senses truesight 120 ft., darkvision 120 ft., passive Perception 13
  • Languages All, Telepathy 120 ft.
  • Challenge 10 (5900 XP)

Mark of the Frostmaiden. A creature that touches Auril or hits her with a melee attack while within 10 feet of her takes 7 (2d6) cold damage and after gains vulnerability to cold. At the start of each of its turns, the affected creature can make a DC 19 Constitution saving throw, ending the effect on itself and becoming immune to it for 24 hours on a success.   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 trait.

Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.

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 movement.

Legendary Resistance (3/Day). If the aspect of auril fails a saving throw, it can choose to succeed instead.

Innate Spellcasting (Frostmaiden Form Only). Auril's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Auril can innately cast the following spells, requiring no components:

At will: chill metal*, frost fingers*, frost whip*, ice blade*, wind wall

3/day each: conjure elemental (air and ice elementals only), control winds, fire shield (cold shield only), ice storm, sleet storm, wall of ice

1/day each: control weather (cold only), freezing sphere, heart of ice*, wind walk

Actions

Divine Aura. Each creature of Auril's choice that is within 240 feet of Auril and aware of her must succeed on a DC 15 Wisdom saving throw or become frightened for as long as it is 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.

Multiattack. Auril makes one frostbrand attack and casts a spell or uses Bestow Mark.

Frostbrand. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage.

Bestow Mark. Auril bestows the Mark of the Frostmaiden on a creature she can see within 60 feet of her, dealing 21 (6d6) cold damage instead of the regular damage dealt by the trait.

Command Creatures of the Cold. One creature Auril can see within 60 feet of her must succeed on a DC 15 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 damage, or have taken the form of a creature that is naturally immune to cold damage, or are affected by Mark of the Frostmaiden.

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 casts one of her innate spells.

Bestow Mark. Auril uses Bestow Mark.

Description

The Aspect of Auril is a lithe, furious figure of action. Her skin is blue, her hair is long, free-flowing, and white, and a fine gown of white lawn thickly furred with frost swirls about her.

 

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