Akadi

Queen of Air

Elemental power of air, movement, speed, and flying creatures

CR 30Greater deityChaotic neutralElemental airMovementSpeedFlying creatures

The Avatar of Akadi

Gargantuan elemental, chaotic neutral

Armor Class
25 (natural armor)
Hit Points
500 (40d12 + 240)
Speed
10 ft., fly 120 ft. (hover)
STRDEXCONINTWISCHA
20 (+5)30 (+10)23 (+6)25 (+7)28 (+9)26 (+8)
Saving Throws
Dex +18, Con +14, Wis +17, Cha +16
Skills
Perception +17
Damage Resistances
cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
truesight 120 ft., passive Perception 27
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Elemental Mastery. The avatar controls weather within 6 miles and can cast control weather, control winds, and storm of vengeance without components.
Legendary Resistance (3/Day). If the avatar fails a saving throw, she can choose to succeed instead.
Air Form. The avatar can enter a hostile creature’s space, move through a space as narrow as 1 inch without squeezing, and cannot be restrained by nonmagical means.
Innate Spellcasting. Charisma is the avatar’s spellcasting ability (spell save DC 24, +16 to hit with spell attacks). She requires no components.
  • At will: control winds, gust of wind, wind walk
  • 3/day each: chain lightning, whirlwind, wind wall
  • 1/day each: control weather, storm of vengeance
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Magic Weapons. The avatar’s weapon attacks are magical.

Actions

Multiattack. The avatar makes three Wind Blade or Air Slam attacks in any combination.
Wind Blade. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) lightning damage.
Air Slam. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage, and the target must succeed on a DC 24 Strength saving throw or be pushed 30 feet and knocked prone.
Tornado Burst (Recharge 5–6). The avatar creates a 30-foot-radius, 100-foot-high cylinder within 120 feet. Creatures in it make a DC 24 Dexterity saving throw, taking 66 (12d10) bludgeoning damage and being flung up to 50 feet on a failure, or taking half damage on a success.

Reactions

Slipstream. When a creature ends its turn within 20 feet, the avatar moves up to half her flying speed without provoking opportunity attacks.

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.

Gust. One creature within 60 feet must succeed on a DC 24 Strength saving throw or be pushed up to 20 feet.
Elemental Surge (Costs 2 Actions). The avatar moves up to her speed without provoking opportunity attacks and makes one Wind Blade attack.
Stormcall (Costs 3 Actions). Lightning strikes a point within 120 feet. Each creature within 10 feet makes a DC 24 Dexterity saving throw, taking 36 (8d8) lightning damage on a failure, or half as much on a success.

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.

Wind Barrier. A wall of wind up to 60 feet long, 20 feet high, and 5 feet thick rises. Creatures in its space make a DC 24 Strength saving throw, taking 33 (6d10) bludgeoning damage on a failure, or half as much on a success.
Air Vortex. A 30-foot-radius vortex forms within 120 feet. Creatures inside make a DC 24 Dexterity saving throw or are pulled up to 20 feet toward its center.
Lightning Storm. Chosen creatures within 120 feet make a DC 24 Dexterity saving throw, taking 22 (4d10) lightning damage on a failure, or half as much on a success.
Gale Force. A 60-foot cone of wind erupts. Creatures in the cone make a DC 24 Strength saving throw or are knocked prone and pushed 30 feet.

Mythic Actions

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

Unbound Sky. Until the end of her next turn, the avatar and creatures she chooses within 120 feet ignore all restraints, magical barriers, and effects that reduce speed.
Breath Between Worlds. The avatar opens a current through the planes. She and up to twelve willing creatures within 60 feet teleport to any open-air location on a plane she names.
World-Scouring Gale (Costs 2 Actions). A 300-foot cone of divine wind deals 88 (16d10) bludgeoning damage. A DC 24 Strength saving throw halves the damage. Structures and unattended objects take maximum damage.

Introduction

Akadi, the Queen of Air and Lady of the Winds, embodies air, movement, and freedom. She offers release and transformation rather than protection or order. Even her favor can overturn a settled plan.

Akadians include wanderers, sailors, explorers, and elementalists. Their open-air shrines occupy peaks, cliffs, and other places where wind can move freely. Her priests travel rather than settle, teaching that freedom must be embraced and permanence mistrusted.

Physical Appearance

The avatar shifts between a towering column of wind and a translucent winged woman whose lower body dissolves into mist. Her feathers merge with clouds, her eyes glimmer with lightning, and her dimensions change from moment to moment.

She does not enter a place so much as envelop it. Loose objects rise, doors open, and voices become hard to place as the surrounding air joins her body.

Roleplaying the Avatar

Akadi is aloof, mercurial, and elemental. She may answer a careful question with a sudden demand for an act of release.

  • Shift from a quiet, distant voice to a deafening gale without warning.
  • Respond to cages, walls, chains, and rigid hierarchies with immediate hostility.
  • Reward decisive movement more readily than promises.
  • Never remain still while speaking.

Use in a Campaign

Calamity Personified

Her arrival closes sea lanes, scatters armies, or makes a fortress’s walls irrelevant.

Test of Freedom

She may require the heroes to break a binding oath, open a prison, or surrender something they tried to preserve.

Elemental Balance

Conflict with Grumbar’s earth cults can turn a regional feud into a divine contest between motion and permanence.

Unknowable Patron

Akadi can grant a vital wind one day and destroy the same expedition’s route the next. Her demands should be clear but her larger design should not.

Lairs

Her lair is a moving front rather than a fixed stronghold. Any place with open sky and unrestricted air can become hers.

Eye of the Endless Storm

A calm vertical chamber surrounded by continent-scale winds and constant lightning.

Cloud Citadel

A fortress of condensed vapor drifting across the Elemental Plane of Air.

The Howling Canyon

A gorge whose crosswinds speak with thousands of overlapping voices.

Sky-Riven Temple

A roofless ruin where every wall has been carved thin by centuries of divine wind.

Shared References

Open a reference for its canonical description and related entries.

Akadi as a winged woman whose body dissolves into curling winds.