How many HP does Ashley need to wake up again?
Ashley Panther has -4HP and will stabilize naturally in 2 more turns according to the dice unless she's struck again, she got three successful saves in a row.
I saw you wanted to give Alice
temporary HP. So I will do that but according to the rules, Rage induced temporary HP will be removed after you lose Rage. This sounds weird to me so I won't take them away. You can give temporary HP to unconscious party members that will just carry forward when they wake up. To balance this I will not allow multiple stacks of rage HP it will have a limit of [MAX]2d6 so 12. Therefore if someone has say 7 from Cat and she gives them another 7, only 5 will count. Yulya's Temporary hitpoint boost resets every day at dawn rather than stacking, so 5 is the max there.
Here's the roll. Alice will have -2 HP and 7 THP
[2d6=7]Another thing I can't keep track of is how long your rage lasts so I have it last only until the battle ends, however long that is, regardless if you took or received damage.
If a creature is down an dying (not stable), what does providing temporal HP do?
My interpretation of the rules is that temporary HP will be added but that doesn't help stabilize the creature or wake them. If they are subsequently revived, the THP will be removed first when further damage is done. It's more useful than it looks, because for someone who can die, they will die if their -HP exceeds their MAX HP value inverted. This can occur say if they're downed and ok but get some sort of area of effect damage, environmental damage, or direct damage. I don't like the idea of 'death blow' to unconscious creatures in battle so you don't have to worry about that on you either, but they can still continue to attack until you're dead.
I'm a bit disappointed there's not even an ability check if she can go against the wind.
If you can have an ability check to fly faster than 50ft/6sec then I'll allow it. I looked to see how fast Yulya could go and all I saw was "up to her movement speed" that translates to 30ft/6sec. 50ft/6sec which isn't even very fast (<10 kph). Obviously the wind speed is potentially higher than that, let's say 50km/hr, that's fair in a blizzard, so you're really making your move with part of your turn ~1-2 seconds A typical bird can fly 50-80km/hr a duck for instance is rather slow at only 50km/hr. ft/sec is roughly equivalent to km/hr, the conversion is 1.097 x ft/s to km/hr. So since the dragonwasps can go 50ft/turn, I'm going to say that's up to 50ft/sec meaning roughly as fast as a dragonfly, sounds fitting. The move speed/time to move is wonky, a person can potentially go 60ft/sec but that's a theoretical maximum, top athletes are around 40. A person moving 30ft/sec is running, walking would be 5 which makes a lot more sense if you move 5ft/sec and have 6 seconds to move 30 feet, but only flying 5 ft/sec is awfully slow even for a butterfly.
Her wings are incorporeal and her levitation is a divine trait.
I tried to look this up earlier, this is what I found:
Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
and
You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.
Strong Wind: A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also makes flying by non-magical means nearly impossible, forcing a flying creature to land at the end of its turn or fall. However, the fly spell grants magical flight, meaning it isn't automatically hampered to the same degree as natural flight.
Difficult Terrain Interpretation: Some interpretations suggest that a powerful headwind could create a condition akin to difficult terrain for flying creatures, effectively halving the flying speed. This is a common way DMs introduce environmental challenges without making flight impossible.
Gusts and Checks: Extremely strong or turbulent winds might require Strength or Dexterity checks to maintain balance and avoid being pushed off course or even knocked prone. Failing such checks could have varying consequences, such as being pushed back, falling, or taking damage from being buffeted around.
DM Discretion: Ultimately, the specific effects of flying against the wind are subject to the Dungeon Master's discretion. DMs should consider the severity of the wind, the flying creature's capabilities, and the overall narrative to determine appropriate penalties or challenges.
I believe Yulya is wearing armor as well, so now we're really sliding down a slippery slope of complications. I am imposing an "environmental hazard" to flight, the source is potentially magical, you don't know that yet, let's pretend we didn't ask these questions.

In other words, I have no idea so a wizard must be preventing you from flying against the wind, direct your disappointment to the Temporal Machine Wizards Association of Faerûn (TMWAF), I'm sure they have an office in the mage tower in Neverwinter, maybe Ashley wants to steel another book while you're there.

I'll make you a special deal. If Yulya, not Kashtan, explains to me here how she can fly only 30ft in 6 seconds yet somehow magically protected from potentially magical wind going 50km/hr then I'll allow it.