Shade
Monster Junkie
Air Maiden
http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-33.html
Air Maiden
Medium Outsider (Extraplanar, Good, Lawful)
Hit Dice: 18d8+108 (189 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 120 ft. (good)
Armor Class: 34 (+4 Dex, +20 natural), touch 14, flat-footed 30
Base Attack/Grapple: +18/+25
Attack: +3 frost brand greatsword +28 melee (2d6+10/19-20 plus 1d6 cold) or slam +25 melee (1d8+7)
Full Attack: +3 frost brand greatsword +28/+23/+18/+13 melee (2d6+10/19-20 plus 1d6 cold) or slam +25 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Contingent summon, frostblade, spells
Special Qualities: Darkvision 60 ft., low-light vision, resistance to fire 10 (from frost brand), spell resistance 28, telepathy 60 ft., tireless travel, weatherborn
Saves: Fort +17, Ref +17, Will +17
Abilities: Str 24, Dex 19, Con 22, Int 19, Wis 22, Cha 19
Skills: Concentration +27, Diplomacy +27, Gather Information +25, Hide +25, Knowledge (nature) +27, Knowledge (religion) +25, Listen +27, Move Silently +25, Sense Motive +27, Spellcraft +25, Spot +27, Survival +27 (+29 in aboveground natural environments)
Feats: Combat Expertise, Empower Spell, Flyby Attack, Greater Spell Focus (evocation), Improved Initiative, Lightning Reflexes, Spell Focus (evocation)
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or storm (3-12)
Challenge Rating: 17
Treasure: None
Alignment: Always lawful good
Advancement: 19-36 HD (Medium); 37-54 HD (Large)
Level Adjustment: —
This creature resembles a winged human garbed in flowing robes and glowing with a brilliant light. Its glowing greatsword is encrusted with rime.
Air maidens are servants of the deity Ukko, the master of the sky and air, and protector of all avian life.
An air maiden is 6 feet tall and weighs about 175 pounds.
Air maidens speak Auran, Celestial, and Draconic, though they can communicate telepathically with any creature that has a language.
COMBAT
Air maidens willfully enter battle to protect the interests of Ukko's worshipers and the safety of avian life. Air maidens blend spellcasting with Flyby Attacks with their frostbrands, using wind and weather to their advantage.
An air maiden's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Contingent Summon (Sp): Upon its death, an air maiden automatically summons another air maiden to complete its mission. A contingently summoned air maiden cannot use this ability to complete the same mission. This ability is the equivalent of a 9th-level spell.
Frostblade (Su): An air maiden can be armed in an instant by magically summoning a frost brand. When separated from the air maiden, the weapon vanishes. An air maiden can summon or dismiss its own weapon as a swift action.
This +3 frost greatsword sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when wielded, nor can its light be shut off. The air maiden receives resistance to fire 10 while wielding its frostblade.
A frost brand extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects, though the air maiden must succeed on a dispel check (1d20+14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Spells: An air maiden casts spells as a 17th-level sorcerer, and can also cleric spells and those from the Air, Good, Protection, and Weather domains as arcane spells.
Typical Sorcerer Spells Known (6/7/7/7/7/6/6/6/4, save DC 14 + spell level; evocation spells DC 16 + spell level):
0—cure minor wounds, detect magic, guidance, light, mage hand, mending, read magic, ray of frost, virtue;
1st—cure light wounds, divine favor, mage armor, sanctuary, shield;
2nd—blur, gust of wind, shield other, whispering wind, wind wall;
3rd—call lightning, cure serious wounds, haste, lightning bolt, sleet storm;
4th—freedom of movement, holy smite, ice storm, shout;
5th—cone of cold, control winds, plane shift, righteous might;
6th—chain lightning, greater dispel magic, heal;
7th—control weather, greater teleport, reverse gravity;
8th—holy aura, whirlwind.
Tireless Travel (Su): Air maidens can travel any distance without tiring.
Weatherborn (Ex): Air maidens, as servants of a weather god, are largely unaffected by weather. Weather (including wind, rain, and snow) does not penalize their Listen, Search, or Spot checks. Additionally, wind (natural or magical) has no detrimental effects upon their movement.
Originally appeared in Deities and Demigods Cyclopedia (1980).
http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-33.html
Air Maiden
Medium Outsider (Extraplanar, Good, Lawful)
Hit Dice: 18d8+108 (189 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 120 ft. (good)
Armor Class: 34 (+4 Dex, +20 natural), touch 14, flat-footed 30
Base Attack/Grapple: +18/+25
Attack: +3 frost brand greatsword +28 melee (2d6+10/19-20 plus 1d6 cold) or slam +25 melee (1d8+7)
Full Attack: +3 frost brand greatsword +28/+23/+18/+13 melee (2d6+10/19-20 plus 1d6 cold) or slam +25 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Contingent summon, frostblade, spells
Special Qualities: Darkvision 60 ft., low-light vision, resistance to fire 10 (from frost brand), spell resistance 28, telepathy 60 ft., tireless travel, weatherborn
Saves: Fort +17, Ref +17, Will +17
Abilities: Str 24, Dex 19, Con 22, Int 19, Wis 22, Cha 19
Skills: Concentration +27, Diplomacy +27, Gather Information +25, Hide +25, Knowledge (nature) +27, Knowledge (religion) +25, Listen +27, Move Silently +25, Sense Motive +27, Spellcraft +25, Spot +27, Survival +27 (+29 in aboveground natural environments)
Feats: Combat Expertise, Empower Spell, Flyby Attack, Greater Spell Focus (evocation), Improved Initiative, Lightning Reflexes, Spell Focus (evocation)
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or storm (3-12)
Challenge Rating: 17
Treasure: None
Alignment: Always lawful good
Advancement: 19-36 HD (Medium); 37-54 HD (Large)
Level Adjustment: —
This creature resembles a winged human garbed in flowing robes and glowing with a brilliant light. Its glowing greatsword is encrusted with rime.
Air maidens are servants of the deity Ukko, the master of the sky and air, and protector of all avian life.
An air maiden is 6 feet tall and weighs about 175 pounds.
Air maidens speak Auran, Celestial, and Draconic, though they can communicate telepathically with any creature that has a language.
COMBAT
Air maidens willfully enter battle to protect the interests of Ukko's worshipers and the safety of avian life. Air maidens blend spellcasting with Flyby Attacks with their frostbrands, using wind and weather to their advantage.
An air maiden's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Contingent Summon (Sp): Upon its death, an air maiden automatically summons another air maiden to complete its mission. A contingently summoned air maiden cannot use this ability to complete the same mission. This ability is the equivalent of a 9th-level spell.
Frostblade (Su): An air maiden can be armed in an instant by magically summoning a frost brand. When separated from the air maiden, the weapon vanishes. An air maiden can summon or dismiss its own weapon as a swift action.
This +3 frost greatsword sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when wielded, nor can its light be shut off. The air maiden receives resistance to fire 10 while wielding its frostblade.
A frost brand extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects, though the air maiden must succeed on a dispel check (1d20+14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Spells: An air maiden casts spells as a 17th-level sorcerer, and can also cleric spells and those from the Air, Good, Protection, and Weather domains as arcane spells.
Typical Sorcerer Spells Known (6/7/7/7/7/6/6/6/4, save DC 14 + spell level; evocation spells DC 16 + spell level):
0—cure minor wounds, detect magic, guidance, light, mage hand, mending, read magic, ray of frost, virtue;
1st—cure light wounds, divine favor, mage armor, sanctuary, shield;
2nd—blur, gust of wind, shield other, whispering wind, wind wall;
3rd—call lightning, cure serious wounds, haste, lightning bolt, sleet storm;
4th—freedom of movement, holy smite, ice storm, shout;
5th—cone of cold, control winds, plane shift, righteous might;
6th—chain lightning, greater dispel magic, heal;
7th—control weather, greater teleport, reverse gravity;
8th—holy aura, whirlwind.
Tireless Travel (Su): Air maidens can travel any distance without tiring.
Weatherborn (Ex): Air maidens, as servants of a weather god, are largely unaffected by weather. Weather (including wind, rain, and snow) does not penalize their Listen, Search, or Spot checks. Additionally, wind (natural or magical) has no detrimental effects upon their movement.
Originally appeared in Deities and Demigods Cyclopedia (1980).
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