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Air Maidens of Ukko

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.

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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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