Aerdrie Faenya

The Winged Mother

Sovereign elven goddess of air, weather, winds, rain, fertility, and avian creatures

CR 32Intermediate deityChaotic goodAirWeatherWindsRainFertilityAvian creatures

Avatar of Aerdrie Faenya

Huge celestial (elf, avatar), chaotic good

Armor Class
27 (divine armor)
Hit Points
621 (46d12 + 322)
Speed
50 ft., fly 150 ft. (hover)
STRDEXCONINTWISCHA
24 (+7)32 (+11)25 (+7)26 (+8)30 (+10)29 (+9)
Saving Throws
Dex +20, Con +16, Int +17, Wis +19, Cha +18
Skills
Acrobatics +20, Animal Handling +19, Insight +19, Nature +17, Perception +19
Damage Resistances
cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
lightning, poison, thunder
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained
Senses
truesight 120 ft., passive Perception 29
Languages
all, telepathy 120 ft.
Challenge
32 (Epic benchmark)
Proficiency Bonus
+9

Traits

Legendary Resistance (4/Day). If Aerdrie fails a saving throw, she can choose to succeed instead.
Magic Resistance. Aerdrie has advantage on saving throws against spells and other magical effects.
Skyborne Freedom. Aerdrie can enter a hostile creature’s space and move through a space as narrow as 1 inch without squeezing. Magical effects cannot reduce her speed, prevent her from flying, or move her against her will.
Winged Mother. Aerdrie and allies of her choice within 120 feet gain a flying speed of 60 feet and cannot be knocked prone. A creature that already has a faster flying speed keeps that speed.
Sovereign Weather. Aerdrie controls nonmagical weather within 6 miles. Spells and magical effects created by other creatures cannot change the weather within 1 mile of her unless she allows it.
Innate Spellcasting. Aerdrie’s spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). She requires no material components.
  • At will: control winds, gust of wind, plant growth, thunderwave (5th level)
  • 3/day each: chain lightning, control weather, freedom of movement, heal, whirlwind
  • 1/day each: mass heal, storm of vengeance, true resurrection
The Sky Breaks Open (Mythic Trait; 1/Day). When Aerdrie is reduced to 0 hit points, she instead becomes translucent and regains 310 hit points. All conditions affecting her end. For 1 hour, she has resistance to all damage, her fly speed becomes 240 feet, and she can use her mythic actions.

Actions

Multiattack. Aerdrie makes four Thunderbolt attacks. She can replace one attack with Tempest Lance.
Thunderbolt. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 29 (4d8 + 11) bludgeoning damage plus 27 (6d8) lightning or thunder damage (Aerdrie’s choice). The target must succeed on a DC 27 Strength saving throw or be pushed up to 30 feet in a direction Aerdrie chooses.
Tempest Lance. Ranged Spell Attack: +19 to hit, range 300 ft., one target. Hit: 55 (10d10) lightning damage, and the target cannot take reactions until the start of its next turn.
Rain That Wakes the Earth (Recharge 5–6). Rain falls in a 60-foot-radius, 100-foot-high cylinder centered on a point Aerdrie can see within 180 feet. Allies in the area regain 45 hit points and can end one effect causing them to be blinded, charmed, frightened, paralyzed, or poisoned. Hostile creatures make a DC 27 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much on a successful one.
Storm of Wings (1/Day). A 120-foot cone of roaring air extends from Aerdrie. Hostile creatures in the cone make a DC 27 Strength saving throw, taking 66 (12d10) bludgeoning damage and being pushed 90 feet and knocked prone on a failed save, or taking half as much damage and being pushed 30 feet on a successful one. Creatures Aerdrie chooses can instead fly up to their speeds without provoking opportunity attacks.

Reactions

Protective Updraft. When an ally Aerdrie can see within 120 feet is targeted by an attack, Aerdrie moves the ally up to 60 feet to an unoccupied space it can see. If this movement places the ally beyond the attack’s reach or range, the attack misses.
The Weather Turns. When Aerdrie takes fire, lightning, or thunder damage, she becomes immune to that damage type until the start of her next turn and can move up to half her flying speed.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Thunderbolt. Aerdrie makes one Thunderbolt attack.
Change of Wind. Aerdrie moves up to half her flying speed without provoking opportunity attacks. Each willing creature within 30 feet can move up to 20 feet.
Stormfront (Costs 2 Actions). Each hostile creature in a 30-foot-radius sphere centered on a point within 120 feet makes a DC 27 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much on a successful one.
Winged Mother’s Shelter (Costs 3 Actions). Aerdrie chooses up to six creatures within 120 feet. Each target gains 30 temporary hit points and resistance to all damage until the start of Aerdrie’s next turn.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Crosswind. Aerdrie draws a 120-foot-long, 20-foot-wide line through the lair. Hostile creatures in the line make a DC 26 Strength saving throw or are pushed to either end of the line and knocked prone. Ranged weapon attacks that cross the line automatically miss until initiative count 20 on the next round.
Fertile Rain. Restorative rain falls in a 40-foot-radius area within 120 feet until initiative count 20 on the next round. Aerdrie’s allies regain 20 hit points when they enter the area for the first time on a turn or start their turns there. Hostile creatures treat the area as difficult terrain.
Thunder of Approval. Thunder rolls through the lair. Up to three allies Aerdrie can see can use their reactions to move up to their speeds and make one weapon attack. Each hostile creature within 30 feet of an ally that moves this way must succeed on a DC 26 Wisdom saving throw or be frightened until the end of its next turn.
The Sky Opens. Aerdrie chooses a point within 120 feet. Barriers, magical walls, and enclosed surfaces in a 30-foot-radius sphere around that point become permeable to Aerdrie and her allies until initiative count 20 on the next round. Affected creatures can move and see through those surfaces as if they were open air.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

World-Wing Passage. Aerdrie and up to twelve willing creatures within 120 feet teleport to unoccupied spaces Aerdrie can see within 1 mile. Each creature can make one weapon attack immediately after arriving.
Tempest Coronation (Costs 2 Actions). Thunder and rain fill a 90-foot-radius sphere centered on Aerdrie. Hostile creatures there make a DC 27 Constitution saving throw, taking 55 (10d10) thunder damage and becoming deafened and stunned until the end of their next turn on a failed save, or taking half as much damage on a successful one.
Breath of Angharradh (Costs 3 Actions). Aerdrie chooses any number of creatures within 120 feet. Allies regain 70 hit points, end the grappled, paralyzed, restrained, and stunned conditions, and can fly up to their speeds. Hostile creatures make a DC 27 Strength saving throw, taking 70 (20d6) force damage and being pushed up to 120 feet on a failed save, or taking half as much damage on a successful one.

Introduction

Aerdrie Faenya, the Winged Mother, governs air, weather, winds, avian creatures, rain, and fertility. She belongs to and represents its most neutral and changeable voice, though her nature remains chaotic good. Her symbol is a bird silhouetted against a cloud.

Aerdrie is one of the three aspects of , the consort of and mother-protector of the elven people. As Aerdrie, the triune goddess expresses freedom, impulse, exploration, and the open sky. Her faith teaches that living things need both room to move and the rain that allows them to take root.

The claim Aerdrie as their primary patron. Elves, half-elves, rangers, druids, travelers, farmers awaiting rain, and intelligent avian creatures also honor her. respect and venerate her, and she sometimes answers them in a form resembling their own.

The avatar manifests when flight is forbidden, unnatural weather traps a people, a drought threatens generations, or relations between elves and sentient avian creatures begin to fail. In , tradition remembers the thunder that rolled across the realm when Lord Rathiain Stormbringer of House Siiryltiir, a powerful priest of Aerdrie, was crowned Laranlor.

Physical Appearance

Aerdrie most often appears as a tall, slender winged elf with pale skin touched by cool blue, long pale-blue hair, and clear sky-blue eyes. Broad feathered wings rise from her shoulders and shade from cloud white to deep blue and muted blue-green. Her fitted traveling armor is white and storm blue, built for free movement in the air.

She carries Thunderbolt, a slender silver-blue quarterstaff. Her feet hover a finger’s width above the ground, her hair moves in air that no one else can feel, and her outline sometimes turns translucent when she changes direction. To aarakocra and other avian peoples, she may take a form closer to theirs without changing her voice or bearing.

Her voice arrives from every direction at once but never echoes. Pressure changes before her mood becomes visible. A cool draft announces curiosity, warm rain marks approval, and a sudden stillness warns that she is about to act.

Roleplaying the Avatar

Aerdrie is restless, impulsive, and attentive to anything that flies or seeks freedom. She dislikes confinement and prolonged argument, but she will remain when dependents, nesting grounds, or crops require her protection.

  • Speak in short observations about direction, pressure, distance, and approaching weather.
  • Move while others speak, changing height or position without breaking attention.
  • Treat cages, flight bans, and sealed borders as urgent harms rather than policy disputes.
  • Ask what must be allowed to move and what must be permitted to grow.
  • Show approval through a shift in the air before offering praise aloud.
  • End a stalled negotiation with a concrete test of courage, movement, or stewardship.

Use in a Campaign

The Rain Compact

A valley will fail without seasonal rain. Aerdrie will break the drought only after the rulers reopen an ancient aerial migration route that their towers have made deadly.

The Hidden Aerie

An avariel refuge asks the avatar to drive explorers from its mountains. The explorers carry a cure needed below, and neither people can afford a closed sky.

Thunder over Ardeep

Peals of thunder repeat the sign once given at Rathiain Stormbringer’s coronation. Rival heirs claim Aerdrie has chosen them, but the storm follows an uncrowned child who wants no throne.

The Broken Migration

Celestial eagles, rocs, and mortal avian folk abandon their routes and crowd above one city. Aerdrie needs the party to find the influence that has made every destination feel unsafe.

The Third Voice

Aerdrie appears apart from Angharradh to oppose a protective plan backed by the other aspects. The characters must decide whether the plan preserves the elven people by denying the freedom that defines them.

Lairs

Aerdrie’s lairs join unrestricted air with life-giving weather. Creatures can move in three dimensions, distant sounds arrive on helpful currents, and rain can turn barren ground fertile within minutes. Barriers that block flight draw violent crosswinds.

The Aerie above Arvandor

A glittering palace of clouds moves above the forests and mountains of . Celestial eagles and rocs nest along open galleries with no rails or doors.

Stormbringer’s Crown

An exposed height in Ardeep holds the weathered stones where royal oaths once met Aerdrie’s thunder. A false oath draws lightning into the ground around the speaker.

The Avariel Refuge

Bridges and chambers inside a sheer mountain open only to creatures approaching under their own power. Intruders must climb or fly while defenders control every current.

The Rain Garden

A high terrace channels measured rainfall into dry lands below. Diverting one channel can save a settlement while starving another watershed.

The Parliament of Wings

A ring of stone perches surrounds an open column of sky. Sentient avian creatures can speak across any distance within the ring, but no voice can be heard from a closed cage.

Shared References

Open a reference for its canonical description and related entries.

Aerdrie Faenya as a pale-blue-haired winged elf in storm-blue and white armor holding a silver-blue quarterstaff.