Auril's Guard (5e Creature)

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Auril's Guard[edit]

Gargantuan elemental, neutral evil

Armor Class 19 (natural armor)
Hit Points 186 (12d20 + 60)
Speed 50 ft., swim 30 ft.

24 (+7) 18 (+4) 20 (+5) 8 (-1) 14 (+2) 6 (-2)

Saving Throws Dex +8, Wis +6
Skills Investigation +3, Perception +6
Proficiency Bonus +4
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities cold, fire, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 120 ft., passive Perception 16
Languages Aquan, Auran, Celestial
Challenge 12 (8,400 XP)

Icy Retaliation A creature that touches the guard or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage.


Multiattack. The guard makes two attacks with its frost axe.

Frost Axe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 7) piercing damage and 9 (2d8) cold damage.

Ice Shard. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 31 (5d10 + 4) piercing damage and 13 (3d8) cold damage.

Desolating Breath (Recharge 5-6). The guard releases a cloud of frozen mist that fills a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 52 (8d12) cold damage and is affected by a slow spell until the end of its next turn. On a successful save, a creature takes half as much damage and doesn't suffer any further effects.

These elemental sentries were created by Auril, the cruel and capricious goddess of winter, to guard her collection of frozen travelers. They wear armor made from the teeth of dragons and wield axes made from the bones of mammoths. They are eternally vigilant and often have swarms of lesser ice elementals assisting them in their duty.

Elemental Nature. An Auril's guard doesn't require air, food, drink, or sleep.

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