Azata, Uinuja

Family: Azata

Large celestial (azata), chaotic good

Armor Class 19 (natural armor)
Hit Points 253 (22d10+132)
Speed 30 ft., fly 60 ft.

24 (+7) 21 (+5) 22 (+6) 17 (+3) 22 (+6) 21 (+5)

Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities petrified, unconscious
Senses darkvision 60 ft., passive Perception 16
Languages all
Challenge 15 (13,000 XP)


  • Innate Spellcasting. The uinuja’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Magic Resistance. The uinuja has advantage on saving throws against spells and other magical effects.
  • Magic Weapon. The uinuja’s starknife is a magic weapon.


  • Multiattack. The uinuja makes three attacks.
  • Starknife. Melee or Ranged Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft., up to 3 adjacent targets. Hit: 7 (1d4 + 5) piercing damage.


Born in Elysium and formed from planar energies charged by pleasant dreams, these beings watch over and study dreaming mortal minds. Uinujas live in collective mindscapes, which are often moonlit islands where rock spires rise to great heights, topped by large cocoons of night-blue silk. These azatas both hunt and are hunted by the painajai demons. Dreamthief hags and mortal dream travelers who disturb dreamers might also incur the ire of uinujas. Uinujas enjoy stories about the stars and planes, particularly the Material Plane, which they can usually only see through mortals’ dreams. When uinujas are happy, their wings glow iridescently, while at other times their wings take on a calmer blue or a sullen gray hue. An uinuja stands 9 feet tall and weighs 500 pounds.

Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount.

Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help. Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms, though all are created and nourished by the influx of goodly mortal souls. Like most celestials, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race.

Azatas can speak with almost any creature because of their truespeech special ability.

Wanderers. Azatas rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata “settlements” are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs.

Knights Errant. Most azatas have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle. They are driven by a crusading nature and feel bored when forced to stay in one place too long.

This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light, and without struggle there can be no victory.

Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves.

Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a oneazata crusade against the cruelties of the multiverse.

Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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