Armor Class 13
Hit Points 95 (10d8 + 50)
Speed 30 ft., fly 60 ft.
Saving Throws CON +9, WIS +12
Skills Deception +13, Insight +12, Intimidation +13, Perception +16
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
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.
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.
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.
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.
IDRotF, p. 275