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Faiths & Avatars

Auril
The Frostmaiden

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Priests of Auril
Icepriest of Auril,
Greater
Icepriest of Auril, Medium humanoid, neutral evil

Lesser Armor Class 15 (natural armor)


Medium humanoid, neutral evil Hit Points 67 (9d8 + 27)
Speed 30 ft.
Armor Class 10
Hit Points 26 (4d8 + 8) STR DEX CON INT WIS CHA
Speed 30 ft.
10 (+0) 10 (+0) 17 (+3) 12 (+1) 17 (+3) 16 (+3)

STR DEX CON INT WIS CHA Saving Throws Con +5, Wis +5
10 (+0) 10 (+0) 15 (+2) 10 (+0) 15 (+2) 12 (+1) Skills Intimidation +5, Medicine +5, Religion +3
Damage Immunities cold
Senses passive Perception 13
Saving Throws Con +4, Wis +4
Languages Common
Skills Intimidation +3, Medicine +4, Religion +2
Challenge 3 (700 XP)
Damage Resistances cold
Senses passive Perception 12
Languages Common Mark of the Frostmaiden. The Icepriest can choose a
Challenge 1/4 (50 XP) 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
Lesser Mark of the Frostmaiden. The Icepriest can
round at the beginning of the creature's turn it can
select a creature within 30 ft. to receive the Mark of
attempt a Constitution save (DC 13) to end the
the Frostmaiden. The target of the Mark gains cold
effect, and if successful, cannot be affected again by
vulnerability. Every round, at the beginning of the
this ability for 24 hours.
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
While affected, the creature's flesh is marked with
creatures that have cold immunity.
the symbol of Auril. This ability does not affect
creatures that have cold resistance or immunity. Spellcasting. The Icepriest is a 8th-level spellcaster.
Her spellcasting ability is Wisdom (spell save DC 13,
Spellcasting. The Icepriest is a 3rd-level spellcaster.
+5 to hit with spell attacks). The Icepriest has the
Her spellcasting ability is Wisdom (spell save DC 12,
following cleric spells prepared:
+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, healing word, frost fingers*,
Cantrip (at will): chill touch, guidance, ray of frost 1st
inflict wounds 2nd level (3 slots): chill metal*, gust
level (4 slots): bane, frost fingers*, healing word,
of wind 3rd level (3 slots): frost whip*, sleet storm,
inflict wounds 2nd level (2 slots): chill metal*, gust
wind wall 4th level (2 slots): conjure minor
of wind
elementals (air, water, or ice elementals only), ice
Actions blade*, ice storm
Ice Axe. Melee or Ranged Weapon Attack: +2 to hit, Actions
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6)
Multiattack. The Icepriest uses Mark of the
slashing damage in melee, or 3 (1d6) slashing
Frostmaiden and makes one ice axe attack, or makes
damage at range, plus 7 (2d6) cold damage. In the
two ice axe attacks.
hands of a non-worshiper of Auril, the ice axe
functions as a regular handaxe. 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
Icepriest Encounters functions as a regular handaxe.
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Aurilian Spells Ice blade
4th-level evocation
Casting Time: 1 bonus action
Frost Fingers Range: Self
1st-level evocation Components: V, S, M (a shard of ice, glass, or crystal)
Casting Time: 1 action Duration: Concentration, up to 10 minutes
Range: Self (15-foot cone) This spell creates a swirling sword-shaped formation of
Components: V, S jagged, fast-swirling ice shards extending from your hand.
Duration: Instantaneous Weightless and nonmetallic, it is considered a magic weapon
Frost fingers is a cold form of the burning hands 1 st-level for purposes of determining what it can hit. When the sword
wizard spell. When cast, it causes freezing cold and shards of appears, you make a melee spell attack against a target of
ice to blast from the caster's fingertips. Each creature in a 15- your choice within range. On a hit, the target takes 1d8
foot cone must make a Dexterity saving throw. A creature slashing damage and 3d6 cold damage.
takes 3d6 cold damage on a failed save, or half as much Heart of Ice
damage on a successful one. Liquids engulfed by the cold may
freeze solid (a potion, for example). 7th-level transmutation
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 2nd level or higher, the damage increases by 1d6 for Range: Touch
each slot level above 1st. Components: V, S, M (a shard of ice, glass, or crystal)
Duration: Concentration, up to 1 minute
Chill Metal
2nd-level evocation This spell requires intense concentration and can only be
delivered by touch, requiring a successful melee spell attack.
Casting Time: 1 action On a hit, victims turn black, are covered by a thin sheen of
Range: 60 ft. white frost, and begins to shiver uncontrollably (target is
Components: V, S, M (a piece of iron and a shard of ice or restrained).
handful of snow) A creature restrained by this spell must make a
Duration: Concentration, up to 1 minute Constitution saving throw at the end of each of its turns,
Choose a manufactured metal object, such as a metal weapon taking 7 (2d6) cold damage on a failed save, and no damage
or a suit of heavy or medium metal armor, that you can see on a successful save. If it successfully saves against this spell
within range. You cause the object to become colder than ice. three times, the spell ends. If it fails its saves three times, its
Any creature in physical contact with the object takes 2d8 heart freezes and shatters, and it dies. The successes and
cold damage when you cast the spell. Until the spell ends, you failures don't need to be consecutive; keep track of both until
can use a bonus action on each of your subsequent turns to the target collects three of a kind.
cause this damage again. If a creature is holding or wearing Creatures with cold immunity or lacking a heart are not
the object and takes the damage from it, the creature must affected by this spell. Creatures with cold resistance gain
succeed on a Constitution saving throw or drop the object if it advantage on their saves versus this spell.
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Avatar of Auril Other Manifestations
Auril appears most often in one of two avatar forms: the Auril usually manifests as icy breath accompanied by a cold,
Frostmaiden or Icedawn. The Frostmaiden is a lithe, furious ruthless chuckling and a blue-white radiance that leaves a thin
figure of action and is the most often seen avatar of Auril in all line of frost to mark its passage. She also appears as a blank-
regions of Faerun except the south and east. Her skin is blue, eyed face of frost with long, wind-whipped white hair that
her hair is long, free-flowing, and white, and a fine gown of radiates intense cold. Auril uses this latter manifestation if she
white lawn thickly furred with frost swirls about her. Icedawn wants to speak, slay, or confer items of power upon
is a silent, gliding apparition of icy hauteur, an impassive worshipers. She slays with her life-chilling kiss and confers
figure in an ornate crown and hooked, spurred armor of boons by breathing them out of the face's mouth. Her victims
opaque, light blue ice. She casts no spells in this form. 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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Auril, the frostmaiden Aura of Frozen Death (Icedawn Form Only). Auril radiates
an aura of deadly cold. At the start of each of Auril's
Large fiend (divinity), neutral evil
turns, each creature within 20 feet of her must make a
DC 25 Constitution saving throw. On a failed save, a
Armor Class 21 (natural armor) creature takes 21 (6d6) cold damage and is slowed as
Hit Points 362 (25d10 + 225) though affected by the slow spell. On a successful save,
Speed 40 ft., fly 80 ft. (hover), swim 40 ft. 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
STR DEX CON INT WIS CHA is instantly transformed into solid ice.
20 (+5) 22 (+6) 28 (+9) 24 (+7) 20 (+5) 26 (+8) Limited Magic Immunity (Icedawn Form Only). Auril can't
be affected or detected by spells of 6th level or lower
Saving Throws Dex +13, Con +16, Cha +15 unless she wishes to be.
Skills Insight +12, Intimidation +15, Nature +14, Ice Armor (Icedawn Form Only). Auril gains a +5 natural
Religion +14, Survival +12 armor bonus to her AC.
Damage Vulnerabilities fire
Damage Resistances lightning, thunder, poison, Actions
bludgeoning, piercing, and slashing that is magical
Damage Immunities cold, bludgeoning, piercing, and Divine Aura. Each creature of Auril's choice that is within
slashing that is nonmagical 240 feet of Auril and aware of her must succeed on a
Condition Immunities charmed, frightened, paralyzed DC 21 Wisdom saving throw or become frightened for
Senses truesight, darkvision, passive Perception 15 as long as it is aware of her presence. A creature can
Languages All, Telepathy (any creature she is aware of) repeat the saving throw at the end of each of its turns,
Challenge 24 (62000 XP) 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
Avatar. An avatar's weapon attacks are treated as magic 24 hours.
weapons. Avatars are unaffected by antimagic fields, and
are able to use all of their powers normally as though Multiattack. Auril makes two frostbrand attacks and casts
the antimagic field doesn't exist. a spell or uses Bestow Mark.
Multiple Forms. Auril can use her action to transform Frostbrand. Melee Weapon Attack: +16 to hit, reach 10
into her Icedawn form or back into her Frostmaiden ft., one target. Hit: 17 (2d8 + 8) slashing damage plus
form (both are considered her true form). In her 28 (8d6) cold damage.
Icedawn form, Auril is unable to use her Innate Bestow Mark. Auril bestows the Mark of the Frostmaiden
Spellcasting trait. on a creature she can see within 60 feet of her, dealing
Mark of the Frostmaiden. A creature that touches Auril or 42 (12d6) cold damage instead of the regular damage
hits her with a melee attack while within 10 feet of her dealt by the trait.
takes 14 (4d6) cold damage and after gains vulnerability Command Creatures of the Cold. One creature Auril can
to cold. At the start of each of its turns, the affected see within 60 feet of her must succeed on a DC 23
creature can make a DC 25 Constitution saving throw, Wisdom saving throw or be magically charmed for 1
ending the effect on itself and becoming immune to it day. The charmed target obeys Auril's verbal or
for 24 hours on a success. While affected, the telepathic commands. If the target suffers any harm or
creature's flesh is marked with the symbol of Auril and receives a suicidal command, it can repeat the saving
suffers disadvantage on saves against Auril's Command throw, ending the effect on a success. If the target
Creatures of the Cold trait. successfully saves against the effect, or if the effect on
Magic Resistance. Auril has advantage on saving throws it ends, the target is immune to this power for the next
against spells and other magical effects. 24 hours. Auril can only use this power on creatures
that are naturally immune to cold damage, or have taken
Ice Walk. Auril can move across and climb icy surfaces the form of a creature that is naturally immune to cold
without needing to make an ability check. Additionally, damage, or are affected by Mark of the Frostmaiden.
difficult terrain composed of ice or snow doesn't cost
her extra movement. Legendary Actions
Legendary Resistance (5/Day). If Auril fails a saving throw, Auril can take 5 legendary actions, choosing from the
she can choose to succeed instead. options below. Only one legendary action option can be
Innate Spellcasting (Frostmaiden Form Only). Auril's used at a time and only at the end of another creature's
innate spellcasting ability is Charisma (spell save DC 24, turn. Auril regains spent legendary actions at the start of
+16 to hit with spell attacks). Auril can innately cast the her turn.
following spells, requiring no components:
Attack. Auril makes a frostbrand attack.
At will: chill metal*, conjure elemental (air and ice
elementals only), control weather (cold only), control Cast a Spell (Costs 2 Actions). Auril casts one of her
winds, fire shield (cold shield only), freezing sphere, innate spells.
frost fingers*, frost whip*, heart of ice*, ice blade*, ice Bestow Mark. Auril uses Bestow Mark.
storm, sleet storm, wall of ice, wind walk, wind wall

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lair Actions Regional Effects
On initiative count 20 (losing initiative ties), Auril takes a lair Auril's presence alters the landscape and weather for miles
action to cause one of the following effects: around her, which creates one or more 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 The temperature drops precipitously, bringing with it
must make a DC 25 Constiution saving throw, taking 14 freezing winds, hail large enough to kill a person, and
(4d6) cold damage on a failed save, or half as much terrible snow storms.
damage on a successful save. Arctic monsters are more prevalent, appearing in areas
Up to three massive, many-spined shards of ice erupt from where none had existed previously.
the ground, each 20 ft. tall and 10 ft. in diameter at the Liquids freeze, even if the air temperature is above
base. Creatures in the area above an ice shard when it freezing.
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Aspect of Auril 1/day each: control weather (cold only), freezing sphere,
heart of ice*, wind walk
Large fiend (divinity), neutral evil
Actions
Armor Class 17 (natural armor) Divine Aura. Each creature of Auril's choice that is within
Hit Points 187 (15d10 + 105) 240 feet of Auril and aware of her must succeed on a
Speed 40 ft., fly 80 ft. (hover), swim 40 ft. 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,
STR DEX CON INT WIS CHA
ending the effect on itself on a success. If a creature’s
16 (+3) 18 (+4) 24 (+7) 20 (+5) 16 (+3) 22 (+6) saving throw is successful or the effect ends for it, the
creature is immune to Auril's Divine Aura for the next
Saving Throws Dex +8, Con +11, Cha +10 24 hours.
Skills Insight +7, Intimidation +10, Nature +9, Religion Multiattack. Auril makes one frostbrand attack and casts
+9, Survival +7 a spell or uses Bestow Mark.
Damage Vulnerabilities fire
Damage Resistances lightning, thunder, poison Frostbrand. Melee Weapon Attack: +8 to hit, reach 10
Damage Immunities cold, bludgeoning, piercing, and ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7
slashing that is nonmagical (2d6) cold damage.
Condition Immunities charmed, frightened, paralyzed Bestow Mark. Auril bestows the Mark of the Frostmaiden
Senses truesight 120 ft., darkvision 120 ft., passive on a creature she can see within 60 feet of her, dealing
Perception 13 21 (6d6) cold damage instead of the regular damage
Languages All, Telepathy 120 ft. dealt by the trait.
Challenge 10 (5900 XP)
Command Creatures of the Cold. One creature Auril can
Mark of the Frostmaiden. A creature that touches Auril or see within 60 feet of her must succeed on a DC 15
hits her with a melee attack while within 10 feet of her Wisdom saving throw or be magically charmed for 1
takes 7 (2d6) cold damage and after gains vulnerability day. The charmed target obeys Auril's verbal or
to cold. At the start of each of its turns, the affected telepathic commands. If the target suffers any harm or
creature can make a DC 19 Constitution saving throw, receives a suicidal command, it can repeat the saving
ending the effect on itself and becoming immune to it throw, ending the effect on a success. If the target
for 24 hours on a success. While affected, the successfully saves against the effect, or if the effect on
creature's flesh is marked with the symbol of Auril and it ends, the target is immune to this power for the next
suffers disadvantage on saves against Auril's Command 24 hours. Auril can only use this power on creatures
Creatures of the Cold trait. that are naturally immune to cold damage, or have taken
the form of a creature that is naturally immune to cold
Magic Resistance. Auril has advantage on saving throws damage, or are affected by Mark of the Frostmaiden.
against spells and other magical effects.
Legendary Actions
Ice Walk. Auril can move across and climb icy surfaces
without needing to make an ability check. Additionally, Auril can take 3 legendary actions, choosing from the
difficult terrain composed of ice or snow doesn't cost options below. Only one legendary action option can be
her extra movement. used at a time and only at the end of another creature's
turn. Auril regains spent legendary actions at the start of
Legendary Resistance (3/Day). If the aspect of auril fails a her turn.
saving throw, it can choose to succeed instead.
Innate Spellcasting (Frostmaiden Form Only). Auril's Attack. Auril makes a frostbrand attack.
innate spellcasting ability is Charisma (spell save DC 18, Cast a Spell (Costs 2 Actions). Auril casts one of her
+10 to hit with spell attacks). Auril can innately cast the innate spells.
following spells, requiring no components:
Bestow Mark. Auril uses Bestow Mark.
At will: chill metal*, frost fingers*, frost whip*, ice
blade*, wind wall Description
3/day each: conjure elemental (air and ice elementals The Aspect of Auril is a lithe, furious figure of action.
only), control winds, fire shield (cold shield only), ice Her skin is blue, her hair is long, free-flowing, and white,
storm, sleet storm, wall of ice and a fine gown of white lawn thickly furred with frost
swirls about her.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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