Uldra: The Sapphire Frost Fey of Stone and Winter
Uldra — Frost-born fey of sapphire skin and crystal eyes, these elusive spirits of ice and stone whisper ancient secrets from beneath frozen waterfalls, guarding the glittering heart of winter itself.

Frost-Fey of Stone and Starlight
Born of ice, earth, and song, the Uldra are sapphire-skinned fey who dwell beneath frozen peaks and waterfalls, guarding the glittering heart of winter while whispering the ancient secrets of the cold earth.
Appearance
Small and finely built, Uldras resemble diminutive humanoids carved from frost and gemstone. Their skin ranges from pale azure to deep sapphire, veins glimmering faintly like frozen quartz. Hair of silver, white, or glacial blue drifts with a faint chill breeze, and their eyes shine with inner crystalline light. Their garments are spun from snowmoss, ice silk, and minerals, giving them the look of living sculptures shaped by mountain frost.
Behaviour
Uldras are curious yet cautious, balancing playfulness with deep reverence for the natural world. They act as stewards of the cold earth—mending frozen springs, tending to hibernating beasts, and punishing those who scar their lands. Among friends they are joyous and musical, but to trespassers they become silent and terrible as a winter storm.
Habitat
Uldras dwell in hidden grottoes, glacial caverns, and the crystalline heart of ancient mountains. They often claim territory near mineral veins, frozen lakes, or sacred stones where elemental energies converge. Their settlements shimmer faintly beneath the ice, illuminated by bioluminescent fungi and reflective crystals.
Modus Operandi
Uldras prefer diplomacy and illusion before violence, veiling intruders in snow-blindness or luring them astray with haunting ice-melodies. When forced to fight, they wield frost magic, stone-born weapons, and the terrain itself—summoning icicles, fissures, or avalanches to overwhelm foes. Their tactics emphasize patience, ambush, and elemental control over brute strength.
Motivation
Driven by a sacred duty to preserve balance between stone and snow, Uldras guard the secret lifeblood of the frozen world—its water, minerals, and magic. They seek harmony, artistry, and hidden beauty, but their kindness freezes quickly when greed or destruction encroaches upon their domain.
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Uldra

Small fey, neutral good
Armor Class 15 (natural armor)
Hit Points 68 (16d6 + 16)
Speed 25 ft., burrow 15 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 13 (+1) | 16 (+3) | 15 (+2) |
Saving Throws Wis +5, Cha +4
Skills Nature +3, Perception +5, Stealth +4, Survival +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 15
Languages Sylvan, Terran, Elvish
Challenge 3 (700 XP) Proficiency Bonus +2
Role
Defender of the Frozen Wilds — Uldras are small fey custodians who balance the fragile harmony between ice, stone, and living magic. They act as wardens of frozen peaks, glacial caves, and sacred subterranean springs, guiding lost travelers, communing with hibernating beasts, and fiercely protecting the untouched serenity of the north.
Lore
Born from the union of earth and winter’s first breath, Uldras embody the soul of frost made gentle and wise. Ancient tales claim that when the mountains sang to the snows, Uldras awakened to listen. They adorn their crystalline halls with moss, minerals, and icicles that sing softly in the wind. Though shy of mortals, they cherish artistry and kindness — gifting carved ice charms to those who honor the land and freezing the hearts of those who despoil it.
Among northern druids and rangers, a pact with an Uldra is seen as a sign of deep spiritual trust — a bond between the living and the land’s eternal stillness.
Fey Nature.
The Uldra is a fey spirit bound to ice and stone. It doesn’t require sleep and is immune to any magical effect that would alter its form unless it wishes to be affected.
Frozen Ward.
Whenever the Uldra takes cold damage, it instead gains temporary hit points equal to half the damage it would have taken (rounded down).
Stone and Snowstride.
The Uldra can move through difficult terrain composed of earth, stone, or ice without expending extra movement. It can burrow through loose earth or snow without leaving a tunnel.
Innate Spellcasting.
The Uldra’s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: druidcraft, ray of frost, mold earth
- 3/day each: entangle, ice knife, speak with animals
- 1/day each: spike growth, sleet storm, meld into stone
Actions
Frost-Touched Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) cold damage.
Crystalline Burst (Recharge 5–6).
The Uldra hurls a shard of elemental ice that explodes at a point it can see within 30 feet. Each creature in a 10-foot radius must make a DC 13 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much on a success. The area becomes difficult terrain (slick ice) until the start of the Uldra’s next turn.
Bonus Actions
Veil of Snow (2/day).
The Uldra wraps itself in swirling frost for 1 minute. While this veil persists, attack rolls against it have disadvantage unless the attacker can see through magical obscurity. The Uldra can end the effect early as a bonus action.
Reactions
Icebound Reprisal.
When a creature within 5 feet hits the Uldra with a melee attack, the attacker must succeed on a DC 13 Dexterity saving throw or take 5 (1d10) cold damage and have its speed reduced by 10 feet until the end of its next turn.
Tactics
Uldras prefer to control the battlefield rather than dominate it outright.
- They begin with entangle or spike growth to trap intruders, then use ice knife or Crystalline Burst to shatter clusters of enemies.
- If pressed, an Uldra invokes Veil of Snow and retreats through solid terrain using Stone and Snowstride, attacking from cover with frost magic.
- They coordinate with beasts, elementals, or natural hazards to drive away threats.
A cornered Uldra does not fight for vengeance — it fights for balance, defending its sanctum with the silent patience of winter itself.
Uldra

Uldras are enigmatic fey from the frozen north. They are strange and reclusive, preferring the company of wild animals to humanoids. Uldras are wild and free-spirited, and see themselves as the protectors of the arctic; they angrily resist contact with outsiders and react violently to humanoids who disrespect the natural world.
| ULDRA CR: 1/2 |
| XP: 200 Uldra druid 1 CN Small fey Init: +1; Senses: Darkvision 120 ft, Low-Light Vision; Perception +3 |
| DEFENSE |
| AC: 17, touch 12, flat-footed 16 (+3 armor, +1 Dexterity, +2 shield, +1 size) hp: 11 (1 HD) Fort +4, Ref +1, Will +5 DR 5/cold iron; Resist: Cold 5 |
| OFFENSE |
| Speed: 20 ft. Melee: scimitar +3 (1d4+1/18-20 plus 1 cold) Ranged: Sling +2 (1d3+1/50 ft.) Special Attacks: Frosty touch Combat Gear: 20 sling bullets Domain Spell-Like Abilities (CL 1st, concentration +4): 6/day – Storm burst (1d6 nonlethal) Uldra Spell-Like Abilities (CL 1st, concentration +1, +2 melee or ranged touch): 3/day – ray of frost 1/day – speak with animals, touch of fatigue (DC 10) Spells Prepared (CL 1st, concentration +4): 1st – entangle (DC 14), magic stone, obscuring mistD 0 (at will) – detect magic, read magic, stabilize, resistance D Domain spell; Domain: Weather |
| STATISTICS |
| Strength 12, Dexterity 13, Constitution 14, Intelligence 8, Wisdom 17, Charisma 10 Base Atk: +0; CMB: +0; CMD: 11 Feats: Weapon Focus (scimitar) Skills: Handle Animal +4, Knowledge (nature) +3, Ride +3, Survival +9; Racial Modifiers: +2 Knowledge (nature) Languages: Common, Druidic, Sylvan SQ: Nature bond (Weather domain), spontaneous casting (summon natures ally), wild empathy +1 |
| SPECIAL ABILITIES |
| Frosty Touch (Su): As a free action, an uldra can infuse its hands with cold. While its hands are frosty, an uldra’s unarmed attacks do an additional 1 point of cold damage. Any melee weapon an uldra wields deals an additional 1 point of cold damage on a successful hit. This additional damage does not stack with a melee weapon’s ability to deal cold damage (if any). The cold damage inflicted by an uldra’s frosty touch increases by 1 for every 5 HD it gains, to a maximum of 5 damage at 20 HD. |
| ECOLOGY |
| Environment: Cold forests Organization: Pair, patrol (3-6), or company (11-30 plus 3 3rd-level sergeants, 5th-level captain, and 1-3 dire weasels or dire badgers) Treasure: NPC gear (studded leather armor, heavy wooden shield) |
ULDRA CHARACTERS
They are an advanced race. GMs should carefully consider allowing their players to create their characters; if they do, refer to the rules on advanced races for challenging powerful PC races.
- +2 Constitution,
- +2 Wisdom, -2 Strength
- Small: They are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow Speed: They have a base speed of 20 feet.
- Darkvision: They can see in the dark up to 120 feet.
- Low-Light Vision: They can see twice as far as humans in conditions of dim light.
- Fey: Uldras are creatures of the fey type. They are immune to spells and effects that specifically affect only humanoids, such as charm person.
- Fey Damage Resistance: Uldras gain DR 5/cold iron.
- Cold Resistance: Uldras have resistance to cold 5.
- Frosty Touch: See above.
- Nature Scholar: Uldras receive a +2 racial bonus to Knowledge (nature) skill checks. Knowledge (nature) is a class skill for uldras.
Uldra Magic: They gain the following spell-like abilities:
- 3/day – ray of frost;
- 1/day – speak with animals, touch of fatigue.
The caster level for these effects is equal to the uldra’s level. The DC for these spells is equal to 10 + the spell’s level + the uldra’s Charisma modifier.
Languages: Uldras begin play speaking Common and Sylvan. Uldras with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Uldra

This small, sapphire-skinned fey hums a low, crystalline tune as frost curls around its fingers and eyes gleam like living gems of ice.
Uldra CR 3
XP 800
LN Small fey (cold, earth)
Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +9
DEFENSE
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 38 (7d6+14)
Fort +4, Ref +8, Will +6
DR 5/cold iron; Immune poison; Resist cold 10
Weaknesses vulnerability to fire
OFFENSE
Speed 20 ft., burrow 10 ft.
Melee frost-touched staff +6 (1d6+1 plus 1d4 cold)
Ranged ray of frost +7 touch (1d3 cold)
Special Attacks crystalline burst (DC 14), icebound reprisal
Spell-Like Abilities (CL 4th; concentration +7)
- Constant—endure elements (cold only)
- At will—mending, ray of frost, know direction, purify food and drink
- 3/day—entangle (DC 13), ice knife (DC 14)
- 1/day—sleet storm, spike growth (DC 15), meld into stone
STATISTICS
Str 10, Dex 16, Con 14, Int 12, Wis 17, Cha 13
Base Atk +3; CMB +2; CMD 15
Feats Alertness, Combat Casting, Weapon Finesse
Skills Knowledge (nature) +8, Perception +9, Spellcraft +8, Stealth +11, Survival +9
Languages Sylvan, Terran, Common
SQ fey nature, frozen ward, stone and snowstride
ECOLOGY
Environment cold mountains, glacial caverns, or subarctic forests
Organization solitary, pair, or circle (3–6)
Treasure standard
SPECIAL ABILITIES
Crystalline Burst (Su)
Once every 1d6 rounds, an uldra can cause a shard of elemental ice to explode at a point within 30 feet. All creatures within a 10-foot radius take 4d6 cold damage (Reflex DC 14 half). The ground in this area becomes slippery ice (difficult terrain) for 1 round. The save DC is Wisdom-based.
Frozen Ward (Su)
When an uldra would take cold damage, it instead gains temporary hit points equal to half the amount that would have been dealt (maximum 10). These temporary hit points last for 1 minute.
Icebound Reprisal (Su)
When an uldra is struck by a melee attack, it may, as an immediate action, wreathe its assailant in biting frost. The attacker must succeed on a Reflex save (DC 14) or take 1d6 cold damage and have its speed reduced by 10 feet for 1 round.
Stone and Snowstride (Ex)
An uldra moves through natural difficult terrain composed of earth, ice, or snow without penalty. It can burrow through loose earth or snow at half its burrow speed, leaving no tunnel behind.
Fey Nature (Ex)
An uldra is a spirit of winter’s harmony. It is immune to magical aging and cannot be petrified, polymorphed, or transmuted unless it chooses to be.
TACTICS
Before Combat
An uldra prefers diplomacy to violence. It observes intruders from cover, often testing intentions with entangle or subtle illusions before revealing itself.
During Combat
An uldra uses ice knife and crystalline burst to disrupt clusters of enemies while controlling movement with spike growth or sleet storm. It retreats into stone or snow using meld into stone when pressed, reemerging to strike from ambush.
Morale
An uldra fights fiercely to defend a sacred glacial site but flees if reduced below 10 hp, melting into terrain to escape pursuit.
ROLE
- Guardian of Glacial Sanctuaries: Keeps watch over frozen springs, ley lines, and sacred mineral veins.
- Elemental Mediator: Bridges mortal druids and the primal forces of earth and frost.
- Artisan of Winter: Shapes living ice into music, sculpture, and sacred geometry.
LORE
Legends tell that Uldras were born when the first song of the mountains froze into crystal — spirits shaped by the quiet pact between earth and winter. Each Uldra’s heart beats with the slow rhythm of glacial time, and its song can calm avalanches or awaken hibernating beasts.
Though gentle and curious, they are uncompromising guardians of balance. Those who scar their frozen realms may vanish beneath sudden snowfalls, while those who show respect are gifted tokens of friendship — shards of everlasting ice that glow softly when danger nears.
ECOLOGY & SOCIETY
Uldras gather in hidden circles beneath frozen waterfalls or within hollowed glaciers. They craft sanctuaries of living crystal and bioluminescent moss, serving as keepers of the old ways where stone, ice, and song intertwine.
They revere silence as sacred and see music as an offering to the soul of the world. Druids and shamans who prove their worth may earn the Uldras’ trust, and with it, the blessings of eternal winter’s peace.
Uldra

Small Fey (cold, earth), Neutral Good
Hit Dice: 4d6+12 (26 hp)
Initiative: +2
Speed: 20 ft., burrow 10 ft.
Armor Class: 16 (+2 Dex, +2 natural, +2 size), touch 14, flat-footed 14
Base Attack/Grapple: +3/-1
Attack: Frost-touched staff +5 melee (1d6+1 plus 1d4 cold)
Full Attack: Frost-touched staff +5 melee (1d6+1 plus 1d4 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Crystalline Burst (Su), Icebound Reprisal (Su)
Special Qualities: Fey Traits, Frozen Ward (Su), Stone and Snowstride (Ex), Low-light Vision, Darkvision 60 ft., Tremorsense 30 ft.
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 10, Dex 14, Con 16, Int 12, Wis 16, Cha 13
Skills: Knowledge (nature) +8, Perception +10, Stealth +8, Survival +7, Spellcraft +7
Feats: Alertness, Combat Casting, Weapon Finesse
Challenge Rating: 3
Treasure: Standard
Special Abilities
Fey Traits (Ex):
- Immunity to magic that alters form (unless willing).
- Immune to sleep and paralysis effects.
- +2 racial bonus on saving throws against enchantment spells or effects.
Frozen Ward (Su):
Whenever the Uldra would take cold damage, it instead gains temporary hit points equal to half that damage (max 10) for 1 minute.
Stone and Snowstride (Ex):
The Uldra can move through natural difficult terrain made of ice, snow, or loose earth without penalty. It can burrow through snow or loose soil at half speed, leaving no tunnel.
Crystalline Burst (Su):
Once per 1d6 rounds, as a standard action, the Uldra can cause a shard of ice to explode at a point within 30 ft. All creatures within 10 ft. take 4d6 cold damage (Reflex DC 14 half). Terrain becomes slippery ice (difficult) for 1 round.
Icebound Reprisal (Su):
As an immediate action when struck by a melee attack, the Uldra lashes the attacker with biting frost. Reflex DC 14 or 1d6 cold damage + speed reduced 10 ft. for 1 round.
Spell-Like Abilities (CL 4th; concentration +6)
- At will: ray of frost, druidcraft, mold earth
- 3/day: entangle (DC 13), ice knife (DC 14), speak with animals
- 1/day: spike growth (DC 15), sleet storm, meld into stone
Combat
Before Combat: The Uldra assesses threats from cover, preparing terrain-controlling spells.
During Combat: Uses frost-touched staff, ice knife, and Crystalline Burst, leveraging terrain. Retreats via Stone and Snowstride.
Morale: Fights fiercely to protect glacial sites; flees if <10 hp.
Ecology
- Environment: Frozen mountains, glacial caverns, mineral-rich cliffs.
- Organization: Solitary, pair, or circle (3–6).
- Role: Guardian of winter’s hidden places; mediator between mortal spellcasters and elemental spirits.
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