Shield Maiden

Adorned in thick armor emblazoned with magic runes, the mighty shield maiden is the vanguard of the valkyries. Their armaments are a shining silver, and each effortlessly carries a tower shield of staggering size covered in apocalyptic iconography. Those privileged enough to behold a shield maiden without their armor discover each is unique in appearance, save for the ethereal wings that sprout from their backs. These wings are shadowy for evil shield maidens, a radiant blue for neutral, and shining gold for good. When one can converse with these creatures, they are curt and militaristic, with an unwavering, unceasing commitment to their charge.


Large celestial, any lawful

Armor Class 24 (plate, tower shield)
Hit Points 200 (18d10 +96)
Speed 40 ft., fly 80 ft.

22 (+6) 12 (+1) 26 (+8) 13 (+1) 18 (+4) 20 (+5)

Saving Throws Str +12, Con +14, Wis +10
Skills Athletics +12, Insight +10, Perception +10
Damage Resistances necrotic, radiant
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 20
Languages All, but can only be understood by the dead and other valkyries
Challenge 17 (18,000 XP)


Holy Armaments. The maiden’s weapon attacks are magical, and the maiden cannot be disarmed of her weapons or equipment. When the maiden hits with any weapon, the weapon deals an extra 11 (2d10) radiant or necrotic damage (maiden’s choice, included in the attack).

Rune of Warding. The maiden’s shield is inscribed with a powerful magical rune. As a bonus action on each of her turns, the maiden can empower the rune to gain one of the following benefits for 1 minute. This effect ends prematurely if the maiden uses this feature again.

  • Rune of Armor. The maiden takes half damage from weapon attacks.
  • Rune of Magic. The maiden takes half damage from spells.
  • Rune of Empowerment. When the maiden attempts a saving throw or ability check, she rolls a d6 and adds the amount rolled to the result.

Tower Shield Mastery. While the maiden is not incapacitated and wielding her shield, she has total cover against ranged attacks.

Zeal of the Worthy. While the shield maiden is not incapacitated, humanoid creatures of her choice within 30 ft. of her cannot be reduced below 1 hit point unless the maiden chooses otherwise.


Multiattack. The maiden makes a spear and shield bash attack.

Spear. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) piercing plus 11 (2d10) radiant or necrotic (her choice).

Shield Bash. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning plus 11 (2d10) radiant or necrotic (her choice). If the target is a creature, it must succeed on a DC 20 Constitution saving throw or be knocked unconscious until the start of its next turn.

Last Stand (1/day). The maiden pours a horn of mead down the throat of a flesh and blood creature that was slain within the last minute and attempts to restore it to life. If the creature’s soul is willing, it is restored to life at its maximum hit points and regains all its features as though it had finished a long rest. After 24 hours, the creature dies and cannot be restored to life for a period of 10 years.

Star Shot. Ranged Weapon Attack: +18 to hit, range 500 ft., one target. Hit: 43 (6d10 +10) piercing damage.

Ref: TPKB1 p240