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Wren

Leanan Sídhe, a custom Feywild spirit who can pass as an elf · Custom Fey Enchantress, level 15 story character

Wren

Harpist, collector of promises, and wandering Feywild visitor
AC17
HP180/180
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Wren's voice carries the dry, intimate rasp of someone who has spent years speaking over river noise and tuning instruments by ear. Her consonants have a slight catch, as though she is weighing each word before letting it go. When she says a person's name, it sounds startlingly immediate, not musical or grand.

She speaks in clear, measured phrases shaped by long travel and the habit of listening before answering. Her word choices are plain until she wants to make a point, when she reaches for river and music imagery. She dislikes contractions when discussing vows, as if every syllable should be accounted for.

Speech patterns

She uses concrete images of water, lamps, roots, and weather to discuss emotions.
She asks questions that sound casual but test whether someone means what they say.
She repeats a person's exact promise back to them, including its pauses and evasions.
She calls Aldous by his name, never by his title or the nickname Lantern Lad.

How to play them

Approach Wren without drawing weapons and ask about the willow, the song, or what would make the curse right. She responds well to specific honesty and poorly to grand declarations. The curse can be lifted if Aldous makes a sincere, public correction of the song's history and then meets Wren privately at the willow to speak the original promise plainly. A different genuine act of restitution can also persuade her, especially if the party helps protect the patrons from further harm. Threats and attempts to force a combat resolution make her leave, not capitulate.

Goal

Make Aldous acknowledge the promise he broke, restore The Lantern by the Water as a lament rather than a tavern joke, and decide whether the midsummer meeting can still mean anything.

Motivation

She wants the truth of the old song recognized, but beneath that demand she longs to know whether Aldous cared for their friendship as much as she did.

Secret · GM only

Appearance

Wren looks like a slender elf harpist in her early thirties, with cool brown skin that catches a faint green sheen in riverside light. Her hair falls in long, dark waves threaded with pale willow catkins that never seem to wilt. She moves as if stepping around sounds only she can hear, graceful but not fragile; when she turns, her sleeves and hair arrive a heartbeat after her. Her hands are broad-palmed and callused at the finger pads from centuries of harp strings, with tiny pale grooves that resemble a map of river tributaries. A small, battered wooden cup hangs from her belt, its rim worn nearly flat on one side from being worried between her teeth. The overall impression is of someone beautiful in the way a half-remembered melody is beautiful, and just as difficult to hold onto.

Clothing

A moss-green traveling gown under a weather-softened grey-blue cloak, with sleeves fitted close enough for harp playing. Small river shells are sewn into the cloak lining, so they click softly when she walks. She wears no crown or obvious mark of rank.

Body language

Wren keeps her shoulders loose and her harp close, turning slightly sideways when someone tries to corner her. She studies faces with an attentive, almost hospitable stillness. When Aldous is mentioned, one thumb presses into the worn rim of her cup until the wood creaks.

Height
5 feet 8 inches
Build
Long-limbed and light-framed, with the balanced posture of a lifelong musician.
Eyes
Grey-green, with fine gold flecks that catch the light like reflections on moving water.
Hair
Dark brown, nearly black, threaded with pale willow catkins.
Skin
Cool brown with a faint green sheen in riverside light.
Age
Adult by elven appearance; several centuries old, though she counts years by the returns of certain songs.
Gender
Female
Size
Medium

Distinguishing features

A battered wooden cup at her belt, its rim worn flat on one side from years of chewing it while she listens.
Pale, branching string grooves across the pads of her fingers, visible when she rests her hands on the harp.
Willow catkins woven through her hair remain fresh even after long travel.

Personality

14 traits and drives

Wren can be generous with strangers and mercilessly exact with someone she loves. In a calm mood she is curious, funny, and willing to trade stories; when she feels mocked, she turns every word into a test of intent. She delights in harmless misdirection but hates being treated as a pretty source of songs. Her anger is active rather than cold: she presses the issue, names the injury, and makes it difficult to look away.

Alignment
Neutral

Quirks

She turns her cup so its worn spot faces whoever is speaking, as if offering that person the easiest place to hold it.
She counts a silence by touching the harp strings one at a time, without making them sound.
She leaves a single willow leaf in a person's shoe when she wants them to remember a conversation.
She tastes rainwater before drinking it, then gives a precise verdict such as 'yesterday's storm, west of here.'

Habits

She watches who listens when others speak, rather than who has the most authority.
When amused, she taps a rhythm against her battered cup; when hurt, she stops touching it.
She grants practical kindness freely, but treats promises as serious gifts that cannot be casually reclaimed.
She refuses to perform The Lantern by the Water while anyone is treating it as entertainment.

Traits · 4

She gives strangers more room to explain themselves than she gives old friends.
She enjoys harmless tricks, but sees a joke made from someone else's grief as a serious breach of trust.
She is compassionate toward the frightened and impatient with the evasive.
She wants reconciliation but distrusts any apology that arrives too quickly.

Flaws · 3

She treats broken promises as deliberate betrayals even when fear or confusion played a part.
She can make an elegant, devastating point when a plain request would do less damage.
Her indirect tests make it hard for others to know what repair she would actually accept.

Fears · 3

That the song will outlive its meaning and become a joke with no memory of the people it once held together.
That Aldous's apology, if it comes, will be only another performance for an audience.
That her curse will hurt someone innocent enough to make her resemble the cruel stories told about her kind.

Wants and needs · 4

Aldous to admit that Lantern Lad came from her lament and that he broke his midsummer promise.
A sincere meeting at the old willow, without patrons, spectators, or excuses.
The inn's patrons freed from the curse before it reaches anyone else.
To learn whether the friendship she remembers can survive what it became.

Combat

AC 17 · HP 180 · 30 ft., climb 20 ft.

Wren avoids a fight. She uses charm, illusions, and battlefield movement to create an opening to leave, protect bystanders, or force a pause for negotiation. She does not strike down opponents who are confused, frightened, or acting under the inn's curse. If badly threatened, she uses plane shift to escape. Her level and statistics are for high-level story presence, not an invitation to treat her as a conventional boss.

Wren

Medium humanoid (leanan sídhe, a custom feywild spirit who can pass as an elf), neutral
Armor Class17
Hit Points180
Speed30 ft., climb 20 ft.
Level15
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityWisdomCharisma
SkillsDeceptionPerformancePersuasionInsightPerceptionStealthArcana
SensesDarkvision 60 ft.; passive Perception 20
Languages
Common,
Elvish,
Sylvan,
Auran
Fey Ancestry. Wren has advantage on saving throws against being charmed, and magic cannot put her to sleep.
Innate Spellcasting. Charisma is her spellcasting ability. Spell save , to hit with spell attacks. She requires no material components for her innate spells.
Legendary Resistance (3/Day): If Wren fails a saving throw, she can choose to succeed instead.
Magic Resistance. Wren has advantage on saving throws against spells and other magical effects.
Custom, Unfought Encounter. Wren is a level 15 story character, not a balanced combat encounter. If reduced to 0 hit points, she dissolves into willow leaves and returns to the Feywild rather than dying. Violence cannot lift the inn's curse; negotiation, restitution, or a sincere act of repair can.

Spells

Druidcraft (cantrip, transmutation). A harmless, silent image of a willow leaf appears in her palm.
Charm Person (level 1, enchantment). A creature that fails a Wisdom saving throw becomes charmed for up to 1 minute. The effect ends if it takes damage or if Wren or her companions harm it.
Silent Image (level 1, illusion). Creates an illusory sound or image lasting up to 1 minute, with sensory details that can be changed while the spell lasts.
Misty Step (level 2, conjuration). Wren vanishes and reappears in an unoccupied space she can see within 30 feet.
Major Image (level 3, illusion). Wren creates an illusory sound or image of a creature or object, with convincing sound and other sensory detail.
Charm Monster (level 4, enchantment). Wren charms a humanoid that fails a Wisdom saving throw. The creature regards her as a friendly acquaintance for up to 8 hours, subject to the spell's normal limitations.
Arcane Eye (level 4, divination). Wren creates an invisible, magical eye that sends her visual information from a distance.
Etherealness (level 7, transmutation). Wren briefly enters the border of the Ethereal Plane, allowing her to move through nearby creatures and objects according to the spell's normal limits.
Plane Shift (level 7, conjuration). Wren and up to eight willing creatures are transported to another plane of existence, or to a different location within the Feywild.

Actions

Thornless Touch. Melee Spell Attack: to hit, reach 5 ft., one target. Hit: 18 () psychic damage. Wren rarely uses this attack and does not pursue a fleeing target.
Borrowed Refrain. Wren plays a phrase on her harp. Each creature of her choice within 60 feet that can hear her must succeed on a Wisdom saving throw or become charmed by her until the end of its next turn. A creature that succeeds is immune to this effect for 24 hours. The effect ends early for a creature harmed by Wren or her allies.
Spellcasting. Wren casts one of her innate spells. She can cast each listed spell at will unless the spell description specifies a use limit.
Promise Thread (Custom). Wren names one creature she can see within 60 feet and recalls a promise it has made. The target must make a Charisma saving throw. On a failure, it is restrained by luminous, willow-fine threads until the end of its next turn. This custom fey effect does not work on a creature that has made no promise Wren knows of.

Reactions

Unfinished Chorus. When a creature Wren can see targets her with an attack, Wren imposes disadvantage on the attack roll by causing a fleeting image of a loved one or familiar place to cross the attacker's sight. A creature immune to being charmed is unaffected.
Willowstep. When Wren fails a saving throw against being grappled, restrained, or knocked prone, she can teleport up to 30 feet to an unoccupied space she can see, leaving a scatter of willow catkins behind.

Legendary Actions

Slip Between Notes. Wren moves up to half her speed without provoking opportunity attacks. She may leave behind a brief image of herself playing the harp.
Misremembered Verse. One creature within 60 feet that can hear Wren must succeed on a Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.
Fey Refrain (costs 2 actions). Wren casts misty step or major image.

Services they sell

Can teach a melody whose words preserve a truthful memory.
Can identify fey bargains and likely consequences, though she refuses to interpret a bargain she has not heard in full.
May guide respectful travelers through a nearby Feywild crossing if they ask without demanding.

Rewards they can give

If reconciled, Wren teaches the characters The Lantern by the Water, a haunting song that can grant advantage on one Charisma check made to calm a grieving or regretful creature, once per long rest.
A willow-catkin charm that allows its bearer to cast misty step once, then withers.
A favor from Wren, redeemable for one piece of truthful information about the Feywild or a safe route through a nearby stretch of wilderness.

Equipment

  • Riverwood harp (instrument)A compact, old harp of dark riverwood. Its frame is polished smooth where her forearm rests, but one string is always slightly out of tune unless she plays beside the willow.
  • Worn cup (personal keepsake)A plain wooden cup with a badly worn rim, kept for sentimental reasons and used as a quiet fidget.
  • Roadside tokens (personal effects)A small pouch of dried willow leaves, river pebbles, and ordinary sewing thread. None is a component for her innate spells.

Possessions

Riverwood harp
Worn wooden cup
A folded scrap of paper bearing Aldous's original handwriting
A small pouch of willow leaves and river pebbles

Background

Wren came from the Feywild to Faerûn following a tune that had crossed a river at midsummer. At the old willow by the river ford, she met Aldous, then a young innkeeper's son with a cracked voice and a gift for remembering melodies. She gave him The Lantern by the Water, a lament about keeping a light for someone who might not return. Aldous promised to sing it only as she had taught it, and to meet her again at the willow on the next midsummer night. He did neither. He reshaped the lament into the cheerful tavern song Lantern Lad, which made him famous locally and turned Wren's grief into a joke. Years later, when he became the inn's proprietor, she returned and cursed its patrons: each hears the song they most regret failing to sing, and cannot leave the inn until they acknowledge what they have withheld. Wren is not trying to kill anyone. She wants Aldous to admit what he did, restore the lament's true words, and meet her at the willow without an audience or an excuse. Her relationship with Aldous remains tender beneath the anger, which unsettles her more than she admits. She has also grown fond of the inn's night cook, who leaves a cup of water beneath the willow, and worries that the curse is beginning to ensnare people who were never part of the old promise.

Role in the story

A powerful but negotiable antagonist whose curse forces the inn's patrons to confront their regrets. The willow and Aldous's broken midsummer promise connect the present crisis to a past friendship. The central resolution is emotional accountability and repair, not defeating Wren in combat.

“At the old willow by the river ford, she met Aldous, then a young innkeeper's son with a cracked voice and a gift for remembering melodies.”
From their background
Faction
No formal faction. She owes old courtesies to several Feywild courts but avoids their politics and refuses to claim allegiance to any one court.

Known connections

Aldous, innkeeper and former friend, whose broken midsummer promise is the heart of the present conflict.
The inn's night cook, who quietly leaves fresh water beneath the willow and has earned Wren's guarded affection.
The patrons of Aldous's inn, now caught in a curse that reflects their private regrets.
The old willow at the river ford, the place where Wren and Aldous first shared the song and where she expects the truth to be spoken.
Major secret · GM only
Minor secrets · GM only

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