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Air Maiden of Ukko— Stormsworn Heralds of the Sky God

Air Maiden of Ukko— Stormsworn Heralds of the Sky God
Create

Shimmering with silver-blue light and trailing veils of cloudstuff, an Air Maiden appears as a tall, ethereal woman with eyes like stormclouds and hair that coils and undulates like living wind. Her limbs are elongated and fluid, her skin semi-translucent and flickering with arcs of static lightning. When she moves, her body ripples like mirage heat, and her voice echoes like distant thunder.


Behavior:
Air Maidens are elusive, capricious beings who drift on high-altitude winds, seldom descending unless disturbed, summoned, or sent by Ukko himself. They speak in riddles, hum in harmony with the wind, and vanish when directly confronted. Though not malevolent, they are known to test mortals with unpredictable gusts or sudden storms.


Habitat:
They dwell in the upper reaches of the sky, especially near towering peaks, cloud-crowned mountaintops, and ancient standing stones dedicated to Ukko. Their presence is often marked by an unnatural stillness before a sudden storm, or unusual wind patterns in otherwise calm weather.


Modus Operandi:
When roused, Air Maidens manipulate air and storm with supernatural finesse. They ride cyclones, conjure lightning bolts with a gesture, and become invisible by merging with clouds. In battle, they strike swiftly and vanish, using thunderclaps to disorient and gales to throw enemies off cliffs or into the sky. Their approach is more tempestuous dance than traditional combat.


Motivation:
Air Maidens serve the will of Ukko, the Sky Father, enforcing balance between sky and earth. They guard sacred airways, punish those who offend the natural order (such as by defiling weather-altars or summoning unnatural storms), and occasionally offer cryptic guidance to chosen sky-walkers or stormborn mortals. Some say they search the skies for a lost sister—the first wind, torn from the world in the dawn age.

  • Air Maiden of Ukko 5e
  • Air Maiden of Ukko, Pathfinder
  • Air Maiden of Ukko 3.5
Air Maiden of Ukko— Stormsworn Heralds of the Sky God
Create

Medium Elemental (Air, Celestial), Neutral


Armor Class 16 (natural armor)
Hit Points 123 (18d8 + 36)
Speed 0 ft., fly 90 ft. (hover)


STRDEXCONINTWISCHA
10 (+0)20 (+5)14 (+2)14 (+2)16 (+3)18 (+4)

Saving Throws Dex +9, Wis +6, Cha +7
Skills Insight +6, Nature +5, Perception +6, Performance +7
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 16
Languages Auran, Celestial, Sylvan; understands Common
Challenge 7 (2,900 XP)  Proficiency Bonus +3


Innate Spellcasting

The Air Maiden’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

  • At will: gust, thaumaturgy, fog cloud
  • 3/day each: thunderwave (as 3rd-level), shatter, call lightning, mirror image
  • 1/day each: storm sphere, control weather

Air Form

The Air Maiden can move through a space as narrow as 1 inch wide without squeezing. She can occupy the same space as another creature. She can’t wear or carry equipment.


Stormveil (Recharge 5–6)

As a bonus action, the Air Maiden surrounds herself with turbulent winds for 1 minute:

  • Ranged weapon attacks against her are made with disadvantage.
  • A creature that starts its turn within 5 feet of her must succeed on a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone.

Whispers of Thunder (1/Day)

The Air Maiden whispers words charged with ancient storm-magic. Each creature of her choice within 60 feet that can hear her must make a DC 16 Wisdom saving throw, taking 21 (6d6) thunder damage on a failed save and becoming frightened for 1 minute. On a success, the creature takes half damage and isn’t frightened.


Actions


Shocklash (Melee Spell Attack)

+8 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) lightning damage. If the target is wearing metal armor, it has disadvantage on the next saving throw against being stunned until the end of its next turn (DC 14 Constitution).


Gale Burst (Recharge 4–6)

The Air Maiden releases a concussive blast of wind in a 30-foot cone.
Each creature in that area must make a DC 15 Strength saving throw, taking 18 (4d8) bludgeoning damage on a failed save and being pushed 20 feet away. On a successful save, a creature takes half damage and isn’t pushed.


Soar and Scatter (Recharge 6)

The Air Maiden vanishes into wind and reappears in an unoccupied space she can see within 60 feet. She creates 3 illusory duplicates of herself, as if under the effects of the mirror image spell. She has advantage on the next attack roll she makes before the end of her turn.


Bonus Actions


Dance on the Wind

The Air Maiden moves up to her flying speed without provoking opportunity attacks. She can move through other creatures during this movement. Each creature she passes through takes 5 lightning damage.


Legendary Actions

The Air Maiden can take 1 legendary action per round, choosing from the options below. She regains spent legendary actions at the start of her turn.

  • Windshear. The Air Maiden targets a creature within 30 feet. That creature must succeed on a DC 15 Strength saving throw or be pushed 10 feet and loses its reaction until the start of its next turn.

Tactics

  • First Round: Opens with call lightning, then uses Soar and Scatter to gain mobility and illusions.
  • Mobility Focus: Maintains distance using Dance on the Wind and Stormveil for defense.
  • Disruption: Uses Gale Burst and Whispers of Thunder to scatter and frighten melee attackers.
  • Escape: If reduced below 25 HP, casts fog cloud and retreats using Dance on the Wind.

Lair Effects (Optional)

While in a temple, storm shrine, or mountaintop sacred to Ukko, the Air Maiden may invoke the following regional effects:

  • Weather Control: Weather within 5 miles shifts subtly toward her desires.
  • Divine Favor: Once per round, she can reroll a failed saving throw.
  • Wind Aura: All ranged weapon attacks in her lair are made with disadvantage due to unpredictable gusts.
Air Maiden of Ukko— Stormsworn Heralds of the Sky God
Create

Medium Outsider (Air, Extraplanar, Good)
CR 7
XP 3,200


Init +9; Senses darkvision 60 ft., low-light vision; Perception +14


DEFENSE


AC 21, touch 18, flat-footed 14 (+5 Dex, +3 natural, +3 deflection)
HP 84 (8d10+40)
Fort +8, Ref +10, Will +8
Defensive Abilities air form, stormveil (see below), spell resistance 18


OFFENSE


Speed fly 90 ft. (perfect)
Melee shocklash +10 (1d8+4 electricity plus stun DC 14)
Special Attacks gale burst, whispers of thunder, stormveil (see below)
Spell-Like Abilities (CL 8th; concentration +10)

  • At will—gust, fog cloud, thaumaturgy
  • 3/day—call lightning, mirror image, shatter, thunderwave (as 3rd-level)
  • 1/day—control weather, storm sphere

STATISTICS


STRDEXCONINTWISCHA
12 (+1)20 (+5)20 (+5)14 (+2)16 (+3)18 (+4)

Base Attack +8; CMB +11; CMD 26 (30 vs. trip)
Feats Combat Casting, Dodge, Mobility, Spring Attack, Weapon Focus (shocklash)
Skills Acrobatics +15, Diplomacy +12, Fly +17, Intimidate +11, Knowledge (nature) +9, Perception +14, Perform (dance) +13, Spellcraft +10
Languages Auran, Celestial, Sylvan, Common (understands only)


SPECIAL ABILITIES


Air Form (Ex):
The Air Maiden can move through spaces as narrow as 1 inch wide without squeezing and can occupy the same space as another creature. She cannot wear or carry equipment. This ability functions like the air subtype’s Air Walk effect, allowing effortless flight through narrow passages and solid objects.

Stormveil (Su) (Recharge 5–6):
As a swift action, the Air Maiden envelops herself in violent winds for 1 minute. While active, ranged attacks against her suffer a –4 penalty. Any creature that starts its turn within 5 feet must succeed on a DC 15 Strength saving throw or be pushed 10 feet and knocked prone.

Whispers of Thunder (Su) (1/day):
The Air Maiden emits a terrifying whisper filled with storm fury. Creatures of her choice within 60 feet who can hear her must succeed on a DC 16 Will saving throw or be frightened for 1 minute and take 6d6 thunder damage (Reflex half, no fear on save). On a successful save, creatures take half damage and are not frightened.

Gale Burst (Su) (Recharge 4–6):
The Air Maiden releases a concussive blast of wind in a 30-foot cone. All creatures in the area must succeed on a DC 15 Strength saving throw or take 4d8 bludgeoning damage and be pushed 20 feet away. On a successful save, creatures take half damage and are not pushed.


TACTICS


Before Combat:
The Air Maiden positions herself near high cliffs, mountaintops, or atop ancient Ukko shrines. She summons call lightning and prepares mirror image before foes arrive.

During Combat:
She uses her superior fly speed and Stormveil ability to stay mobile and avoid melee attacks. She attacks with her shocklash to stun foes wearing metal armor and uses Gale Burst to push enemies away and control the battlefield. She relies on Whispers of Thunder to frighten and weaken grouped enemies.

If threatened, she casts fog cloud for cover, uses Air Form to slip through tight spaces, and disengages with hit-and-run tactics.

Morale:
If reduced to 20 or fewer hit points, the Air Maiden attempts to disengage using her flight speed and invisibility granted by fog cloud. She fights to defend sacred airways and Ukko’s shrines but avoids outright destruction.


DESCRIPTION


Air Maidens of Ukko are ethereal, storm-wreathed spirits serving the sky god Ukko. Their slender, shimmering forms ripple like mirages, with eyes like dark storm clouds and hair trailing like living winds. They wield the fury of storms with grace, summoning tempests to protect the balance between sky and earth. Elusive and capricious, these maidens test mortals who dare to challenge the natural order, weaving deadly gusts and lightning to punish transgressors and aid the faithful.

Air Maidens of Ukko

Flying in the air above you, is a beautiful woman. She is dressed in chainmail, which are placed upon flowing robes. She has a shield in one hand, and an icy blue sword in the other. On her back she has massive white wings. Surrounding her is a feint blue aura. This is an Air Maiden of Ukko.

The Air Maidens are magical beings created by Ukko, the Supreme God of Kalevala. He uses the beautiful creatures to help any of his worshippers in need. The Air Maidens serve these new companions until death. If an Air Maiden should be slain before her mission is completed, Ukko sends another in her place.

The Air Maidens stand 6 ft. tall and weigh 120 pounds.

Originally Posted by RAGNAROKISCOMING2007 of the Wizards Community forums.

On this Thread

Air Maidens of Ukko
Medium outsider (Extraplanar, Good, Lawful)
HD20d8 + 120 (210hp)
Initiative+9
Speed40 ft., fly 100 ft. (good)
AC32 (+7 chainmail, +5 Dexterity, +7 natural, +3 shield) touch 15, flat-footed 27
BAB/ Grapple+20/+27
Attack+3 icy burst, longsword +31 melee (1d8 + 12 + 1d10 cold damage/19-20/x2)
Full attack+3 icy burst, longsword +31/+26/+21/+16 melee (1d8 + 12 + 1d10 cold damage/19-20/x2)
Space/reach5 ft./5 ft.
Special attacksCold Aura, Death Throes, Lingering Cold, Spell-like Abilities
Special qualitiesDarkvision 60 ft., DR 10/evil, Immunity to cold, SR29, telepathy 100 ft.
SavesFort +20, Ref +17, Will +15
AbilitiesStrength 25, Dexterity 20, Constitution 22, Intelligence 14, Wisdom 17, Charisma 26
SkillsConcentration +29, Escape Artist +28, Knowledge (the planes) +25, Listen +26, Move Silently +28, Search +25, Spot +26, Survival +26, Tumble +28, Rope Use+28
FeatsCombat Expertise, Dodge, Great Fortitude, Improved Disarm, Improved Initiative, Weapon Focus (longsword), Weapon Specialization (longsword)
EnvironmentFinland or a Lawful Good plane
OrganizationSolitary or Trio
CR16
TreasureStandard and +2 chainmail, +1 shield, and +3 icy burst, longsword (if disarmed first)
AlignmentLawful Good
Advancement21-40 HD (large) or by character class

Combat

The Air Maiden starts off by healing the wounds of her companions, if needed. Then she charges into battle to slay evil. She has the shield other spell active at all times, so that she can lessen the damage taken by the ones she has been sent to protect. In hard times, the Air Maiden will cast her healing
spells to keep her companions alive.

Cold Aura (Su): The Air Maiden is surrounded by an unnaturally cold wind. This aura has a range of a 30 ft. radius and deals 5d6 points of cold damage per round. Reflex save DC 28 halves. The Air Maiden can choose who this aura affects.

Icy Death Throes (Su): The Air Maiden’s death is something amazing. As her last attack against evil, the Air Maiden unleashes a furious cold wind upon every evil creature within 100 ft. It deals 5d10 points of cold damage and 5d6 points of slashing damage. Reflex save DC 28 halves. This attack passes through and does not harm good creatures.

Lingering Cold (Su): When the Air Maiden attacks with her sword, spell, or ability with the cold descriptor must make a Fortitude save DC 28, or take 2d6 points of cold damage the following round.

Spell-like Abilities: CL 20th; DC 18 + spell level

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