Alternate Traits and Actions
The following changes allow GMs to alter a storm maiden without modifying its challenge rating.
Elemental Ally (Recharge 5–6). The storm maiden can use an action to conjure an elemental of challenge rating 2 or lower, which appears within 10 feet of her. This otherwise functions as the conjure elemental spell.
The storm maiden loses the 3/day spells from her Innate Spellcasting.
Ice Affinity. The storm maiden gains damage resistance to cold. She also can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra movement.
The storm maiden loses her resistances to lightning and thunder.
Icy Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) cold damage.
The storm maiden loses her Thunderous Slam attack. Her Multiattack consists of two icy fist attacks.
Innate Spellcasting. The storm maiden’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can cast the following spells, requiring no material components.
- At will: breathtaking wind, flurry (see Deep Magic), misty step, ray of frost
- 3/day: ice burn (see Deep Magic), sleet storm
This replaces the storm maiden’s Innate Spellcasting.
Shattering Lance. Ranged Spell Attack: +5 to hit, range 120 ft., one target Hit: 14 (4d6) cold damage, and the target must succeed on a DC 13 Constitution saving throw or be blinded until the end of its next turn.
The storm maiden loses her Throw Lightning attack.
New Magic Items and Spells
The following magic items and spell are inspired by abilities possessed by a storm maiden.
Boots of Weather Protection
Wondrous item, uncommon
These brightly colored boots keep your feet dry in wet weather. Additionally, you ignore difficult terrain caused by natural weather (mud or deep water created by torrential downpours, for example).
As an action, you can speak the boots’ command word, which allows you to walk on watery surfaces for 1 hour as if you benefitted from the water walk spell. This property of the boots can’t be used again until the next dawn.
Coat of Weather Protection
Wondrous item, uncommon
When you button up this oversized, brilliant-yellow coat, your torso and legs remain dry even in the worst of weather. You are also unaffected by winds generated by naturally occurring storms. Additionally, you have advantage on saving throws against spells or effects that create wind.
1st-level transmutation (druid, ranger)
Casting Time: 1 bonus action
Components: V, S, M (a stone from a storm maiden shrine)
Duration: Concentration, up to 1 minute
Your hands vibrate and emit a low hum upon casting this spell. For the duration, if you hit a creature with an unarmed strike, the creature takes an additional 1d6 thunder damage.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Hat of Weather Protection
Wondrous item, rare
While you wear this floppy, brightly colored hat, you and your equipment remain dry in downpours. However, the hat doesn’t protect you from wind-driven rain that comes from a direction other than above. The hat also grants you immunity to lightning and thunder damage from natural storms and elementals.
The hat has 3 charges. As an action, you can speak its command word and expend 1 charge. The hat expands and produces a handle, allowing you to hold it aloft. For 1 minute afterward, the hat’s benefits extend to all creatures within 10 feet of you.
The hat regains 1d3 expended charges daily at dawn.
Wondrous item, rare (requires attunement)
While wearing these leather gloves that have a rubbery texture, you gain resistance to lightning, and you can understand and speak Primordial.
The gloves have 3 charges, and they regain 1d3 expended charges daily at dawn. While wearing the gloves, you can use an action to expend 1 charge to attack one creature you can see within 120 feet of you with a bolt of lightning. You are considered proficient with the bolt of lightning. On a hit, the creature takes 4d6 lightning damage and must succeed on a DC 13 Constitution saving throw or become incapacitated until the end of its next turn.
Storm Maiden Adventure Hooks
- After performing a ritual to appease an angry storm maiden, the storm maiden agrees to protect the region once again but only after verifying the status of her sister’s shrine in a distant village. A cult devoted to a malign elemental entity has corrupted the other shrine to create an angry storm maiden and protects the shrine from any attempts at purification.
- A group of mercenaries realized they could transport a shrine haunted by a storm maiden. During travel, she goes dormant, allowing the group to safely transport the shrine. Upon placing the shrine in a new location, the angry and confused storm maiden lashes out and wreaks havoc on the surrounding land. The mercenaries then extort nearby villages to “fix” the problem. Restoring the storm maiden to her beneficent state requires returning the shrine to its original location (learning this location from a surviving mercenary or the storm maiden) and performing the cleansing ritual.
The Tome Unbound series fleshes out monsters from the Tome of Beasts 2, giving GMs ways to modify the existing monsters to surprise well-prepared players or to introduce monsters to a campaign.