Auril

The Frostmaiden

Goddess of cold and winter, feared for the merciless season she brings

CR 30Lesser deityNeutral evilColdWinter

Auril, Avatar of the Goddess of Winter

Huge humanoid (avatar), neutral evil

Armor Class
26 (natural armor)
Hit Points
645 (30d12 + 360)
Speed
60 ft., fly 120 ft.
STRDEXCONINTWISCHA
24 (+7)22 (+6)30 (+10)24 (+7)26 (+8)28 (+9)
Saving Throws
Str +16, Dex +15, Con +19, Int +16, Wis +17, Cha +18
Skills
Arcana +16, Intimidation +18, Perception +17, Stealth +15
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
cold, necrotic, poison
Condition Immunities
charmed, frightened, paralyzed, petrified, poisoned, stunned
Senses
truesight 120 ft., passive Perception 27
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Aura of Winter. The area within 60 feet of the avatar is difficult terrain for creatures she chooses. A creature that starts its turn there takes 21 (6d6) cold damage.
Immutable Form. The avatar is immune to any spell or effect that would alter her form.
Legendary Resistance (3/Day). If the avatar fails a saving throw, she can choose to succeed instead.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Magic Weapons. The avatar’s weapon attacks are magical.

Actions

Multiattack. The avatar makes four Frostblade attacks, or she makes three Frostblade attacks and casts one spell.
Frostblade. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage plus 21 (6d6) cold damage.
Ice Storm (Recharge 5–6). The avatar creates a 40-foot-radius, 100-foot-high cylinder centered on a point within 120 feet. Creatures inside make a DC 27 Dexterity saving throw, taking 70 (20d6) cold damage plus 35 (10d6) bludgeoning damage on a failure, or half as much on a success.
Winter’s Grasp. One creature within 60 feet must succeed on a DC 27 Constitution saving throw or be paralyzed for 1 minute. It repeats the save at the end of each of its turns, ending the effect on a success.
Cone of Cold. Creatures in a 60-foot cone make a DC 27 Constitution saving throw, taking 72 (16d8) cold damage on a failure, or half as much on a success.

Reactions

Frost Shield. When a creature hits the avatar with a melee attack, shards of ice deal cold damage to that creature equal to half the damage the attack dealt.
Ice Veil. When an effect forces the avatar to make a Dexterity saving throw, she gains resistance to that effect’s damage. Creatures within 10 feet make a DC 27 Dexterity saving throw or take 21 (6d6) cold damage.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Frostblade Attack. The avatar makes one Frostblade attack.
Blizzard Step. The avatar teleports up to 60 feet. Creatures within 10 feet of the space she left make a DC 27 Dexterity saving throw, taking 35 (10d6) cold damage on a failure, or half as much on a success.
Winter’s Howl (Costs 2 Actions). Chosen creatures within 60 feet make a DC 27 Wisdom saving throw or are frightened for 1 minute. A creature repeats the save at the end of each turn, with disadvantage while it can see the avatar.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Icy Winds. Creatures within 60 feet make a DC 25 Constitution saving throw or take 28 (8d6) cold damage and are pushed 10 feet.
Frozen Terrain. Ground in a 20-foot radius becomes slick ice. It is difficult terrain, and a creature starting there must succeed on a DC 25 Dexterity saving throw or fall prone.
Frostbite. Creatures in a 30-foot-radius area within 120 feet make a DC 25 Constitution saving throw or take 10 (3d6) cold damage and have disadvantage on their next attack roll.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Heart of Midwinter. The avatar regains 200 hit points, ends all conditions affecting her, and expands Aura of Winter to 120 feet for 1 minute.
Still the Living Flame. Non-artifact fires and magical light sources within 300 feet are extinguished. Creatures that regain hit points before the end of the avatar’s next turn regain only half as many.
Whiteout Without End (Costs 2 Actions). A 1-mile-radius blizzard lasts for 24 hours. The avatar can see normally within it; other creatures have visibility limited to 10 feet and cannot benefit from nonmagical navigation.

Introduction

Auril, the Frostmaiden and Lady Frostkiss, embodies cruel cold, killing storms, and icebound silence. Farmers, travelers, and sailors offer fearful prayers because winter can erase a harvest, a road, or a fleet without distinction.

Her clergy teach that cold strips away weakness and vanity. Their trials expose initiates to lethal weather, while their temples and seasonal rites make appeasement inseparable from fear. Auril’s alliance with the Gods of Fury ties her winter to other destructive forces of nature.

Physical Appearance

The avatar appears as a towering woman of frost and dense blue-white ice. Her hair lashes like a blizzard, her eyes shine without warmth, and crystalline armor grows and fractures across her body as she moves.

Frost spreads before her feet. Open water seals over, metal burns exposed skin, and breath becomes a visible measure of how quickly life is leaving the area.

Roleplaying the Avatar

Auril is coldly attentive to suffering. She speaks in restrained whispers until resistance gives her a reason to enjoy herself.

  • Describe her pauses as the silence after heavy snow.
  • Treat warmth, companionship, and mercy as temporary weaknesses.
  • Offer survival at a cost designed to isolate the recipient.
  • Let sudden laughter crack like lake ice when a creature fails.

Use in a Campaign

Endless Winter

The avatar sustains a season that will not end, forcing the party to solve a divine siege rather than wait for spring.

The Price of Fire

A mortal settlement receives protection only by surrendering every source of heat beyond bare survival.

Winter’s Relic

Auril descends to reclaim an artifact capable of ending a supernatural freeze or turning one continent into a glacier.

Trial of Endurance

The party must cross her domain without accepting shelter, magical warmth, or aid from another creature.

Lairs

Auril chooses places where exposure, isolation, and unstable ice matter as much as her attacks.

Cold House of the Spine

A mountainside temple whose halls open directly into blizzard-filled ravines.

The Moving Iceberg

A fortress drifting through the Sea of Moving Ice, surrounded by pressure ridges and freezing fog.

Whispering Glacier

A cavern where trapped voices repeat promises made by those who froze inside.

The Buried City

An entire city entombed under clear ice, its streets preserved as a silent court.

Shared References

Open a reference for its canonical description and related entries.

Auril as a severe white-haired woman in crystalline ice armor carrying a frostblade.