Baduhenna — Goddess of the Frisian Battle Grove

Baduhenna stands among ancient oaks and scattered weapons in a Frisian sacred grove.
Baduhenna stands among ancient oaks and scattered weapons in a Frisian sacred grove.

At a Glance

IdentityDetails
NameBaduhenna
TraditionLocal cults of the Low Countries and Lower Rhine
Sacred countryThe sacred woods of the Frisian coastal country
Divine concernsThe battle grove, resistance, the unburied and the limits of vengeance
Recognisable signsAn old oak over abandoned weapons; campaign sign of a root around a spearhead
WorshippersGrove keepers, local defenders, bereaved families and those seeking the battlefield dead
Campaign alignmentTrue Neutral
Domain pathsPlant, Protection

In Baduhenna’s wood, a branch catches the blade before it reaches the unarmed prisoner. A second branch closes behind the pursuer. The goddess has watched armies enter these trees for centuries; she remembers the people beneath the helmets, and she has little interest in another conqueror’s claim to glory.

Baduhenna in the Living World

Her grove smells of rain, bark and old iron. A spearhead can work its way out of a root after a storm, and the ground sometimes bears the impressions of marching feet when no living army has passed. The goddess tends the place as a living sanctuary. She does not keep every ancient soldier fighting forever, though the restless dead are drawn to the silence under its trees.

A Frisian charcoal burner named Sijke guards a path around the oldest oaks. She has no grand temple and refuses to tell travellers that every rustle is a prophecy. Her practical rules are simple: do not hunt someone who has laid down their arms, do not burn the inner grove, and do not take a skull home as a trophy. Baduhenna backs those rules with roots and darkness.

The goddess speaks slowly and asks what a visitor intends to do after revenge is finished. She honours defenders who stop a raid, but offers no blessing to the pursuit of children or the mutilation of corpses. Arduinna’s worshippers recognise a fellow guardian of wooded ground; their sanctuaries and identities remain distinct.

Worship and Sacred Places

People leave clean water, acorns and the names of the missing at a fallen trunk. Before felling a tree outside the inner grove, Sijke checks for nesting birds and old graves. A shared meal follows the autumn tending of the path. The grove’s rites and appearance describe its living campaign cult; Tacitus preserves the place-name and battle, not a complete ritual handbook.

Meeting Baduhenna

Baduhenna often arrives as a cloaked woman already standing beside a tree the characters have passed twice. She asks for a name before accepting a weapon. Visitors may leave openly by the path they entered; drawing blood against someone who has accepted sanctuary changes that. She offers a chance to stop, then seals the aggressor’s route. Respectful visitors can bargain for a night’s shelter or a path to a lost grave.

Adventures

The Carpenter’s Other Voice

A carpenter called Evert returns from the wood speaking Latin and begging for water. A dying soldier’s memory has attached itself to him. The party can follow that memory to a concealed grave, invite a scholar to hear it, or suppress it before frightened neighbours burn the grove. Naming the dead frees Evert; destroying the memory saves time but leaves the grove’s warning unanswered.

The Refuge Under the Oak

A wounded raider reaches the inner grove carrying a stolen child, whom he now wants to return. The child’s relatives arrive with axes. Sijke asks the party to bring the child out safely while preventing a massacre. They can escort the raider to face his victims beyond the trees, negotiate restitution or fight those who insist on burning everyone inside.

Divine Presence and Defeat

The visible figure is a manifestation through which the divine power can act among mortals. Its defeat ends that appearance and leaves the local cult without direct intervention for thirty days; it does not kill the god or erase worshippers’ memories. Destroying a shrine can damage a community and close a meeting place, but is not a reliable way to destroy divinity.

An ordinary intervention begins with a warning, a mortal worshipper or the blessing described below. A personal appearance follows when the sanctuary or people within this deity’s care face a danger their own efforts cannot contain. Bargaining, retreat and fulfilling the god’s stated purpose remain possible during an encounter.

Divine Powers and Cleric Traditions

Campaign rules: All manifestation statistics and divine abilities below are original, unofficial and unplaytested. Challenge ratings are provisional encounter estimates, not a measure of the god’s full power. Each edition is self-contained. A creature must be within range and visible where a power requires sight; a power cannot move it into an unsafe or occupied space. Ordinary spell and condition rules apply.

Baduhenna — Manifestation

Medium Celestial (Deity), True Neutral

AC 24 (divine ward); HP 540 (40d8 + 360); Speed 40 ft.; Initiative +8 (18)

AbilityScoreModifierSave
STR24+7+7
DEX26+8+16
CON28+9+17
INT22+6+6
WIS28+9+17
CHA24+7+15

Skills Insight +17, Perception +17, Religion +14, Survival +17; Senses Truesight 60 ft., Passive Perception 27; Languages Frisian, Middle Dutch, Latin; Telepathy 120 ft.

Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 26 (provisional); Proficiency Bonus +8. Divine comprehension allows communication through Telepathy without granting a universal spoken language.

Traits

Legendary Resistance (3/Day). After failing a saving throw, the manifestation can choose to succeed instead.

Magic Resistance. Advantage on saving throws against spells and other magical effects.

Keeper of the Wood. She moves through nonmagical plants without spending extra movement. While touching a living tree, she knows the direction, but not the identity, of any creature damaging another living tree within 300 feet.

Divine Strikes. The manifestation uses Wisdom for its supernatural attack and power save DC 25. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.

Actions

Multiattack. The manifestation makes three Root and Iron attacks.

Root and Iron. Melee Attack Roll: +17, reach 10 ft., one target. Hit: 36 (5d10 + 9) Piercing damage.

The Wood Closes (3/Day). Roots fill a 30-foot-radius circle centred on a point she can see within 90 feet. Enemies in it make a Dexterity saving throw, taking 55 (10d10) Piercing damage on a failure or half on a success. A failed save also gives the Restrained condition until the end of her next turn. A restrained creature can use an action to make a Strength (Athletics) check against this save DC, ending the condition on success. The roots remain Difficult Terrain for 1 minute. Any saving throw or escape check in this power has DC 25.

Bonus Actions

Between the Trunks. She teleports up to 30 feet from one living tree within 5 feet of her to an unoccupied space within 5 feet of another living tree she can see.

Reactions

The Root Takes the Blade. When a creature she can see within 30 feet is hit by an attack, she reduces the attack’s damage by 25. If the attacker is standing on soil, its Speed is reduced by 10 feet until the end of its next turn.

Legendary Actions

Legendary Action Uses: 3. After another creature’s turn, the manifestation may expend one use for one option below. It regains all uses at the start of its turn and cannot use more than one option after the same turn.

Advance. Move up to half its Speed without provoking Opportunity Attacks. Divine Strike. Make one Root and Iron attack. Grant Shelter. One willing creature within 30 feet gains 15 Temporary Hit Points. Grant Shelter can be used only once before the manifestation’s next turn.

Clerics and Domain Spells

War Domain. This is a follower’s subclass, separate from the deity’s personal powers. Use its 2024 features and Cleric progression. The spells below are always prepared when the cleric reaches the stated level; they count as Cleric spells and do not use prepared-spell choices.

Cleric levelDomain spells
3Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon
5Crusader’s Mantle, Spirit Guardians
7Fire Shield, Freedom of Movement
9Hold Monster, Steel Wind Strike

Cleric rules. The holy sign can be a small votive image reflecting this local cult. The deity’s own encounter abilities are not granted to clerics.

Baduhenna — Manifestation

Medium Celestial (Deity), True Neutral

Armor Class 24 (divine ward); Hit Points 540 (40d8 + 360); Speed 40 ft.; Initiative +8

STRDEXCONINTWISCHA
24 (+7)26 (+8)28 (+9)22 (+6)28 (+9)24 (+7)

Saving Throws Dex +16, Con +17, Wis +17, Cha +15

Skills Insight +17, Perception +17, Religion +14, Survival +17; Senses Truesight 60 ft., Passive Perception 27; Languages Frisian, Middle Dutch, Latin; Telepathy 120 ft.

Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 26 (provisional); Proficiency Bonus +8. Divine comprehension allows communication through Telepathy without granting a universal spoken language.

Traits

Legendary Resistance (3/Day). After failing a saving throw, the manifestation can choose to succeed instead.

Magic Resistance. Advantage on saving throws against spells and other magical effects.

Keeper of the Wood. She moves through nonmagical plants without spending extra movement. While touching a living tree, she knows the direction, but not the identity, of any creature damaging another living tree within 300 feet.

Divine Strikes. The manifestation uses Wisdom for its supernatural attack and power save DC 25. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.

Actions

Multiattack. The manifestation makes three Root and Iron attacks.

Root and Iron. Melee Spell Attack: +17 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) Piercing damage.

The Wood Closes (3/Day). Roots fill a 30-foot-radius circle centred on a point she can see within 90 feet. Enemies in it make a Dexterity saving throw, taking 55 (10d10) Piercing damage on a failure or half on a success. A failed save also gives the Restrained condition until the end of her next turn. A restrained creature can use an action to make a Strength (Athletics) check against this save DC, ending the condition on success. The roots remain Difficult Terrain for 1 minute. Any saving throw or escape check in this power has DC 25.

Bonus Actions

Between the Trunks. She teleports up to 30 feet from one living tree within 5 feet of her to an unoccupied space within 5 feet of another living tree she can see.

Reactions

The Root Takes the Blade. When a creature she can see within 30 feet is hit by an attack, she reduces the attack’s damage by 25. If the attacker is standing on soil, its Speed is reduced by 10 feet until the end of its next turn.

Legendary Actions

The manifestation has 3 legendary actions, regaining them at the start of its turn. It may take one option at the end of another creature’s turn. Advance (1 action): Move up to half its speed without provoking opportunity attacks. Divine Strike (1 action): Make one Root and Iron attack. Grant Shelter (2 actions): Up to three willing creatures within 30 feet each gain 15 temporary hit points.

Clerics and Domain Spells

Nature Domain. This is a follower’s subclass, separate from the deity’s personal powers. Use its 2014 features and Cleric progression. The spells below are always prepared when the cleric reaches the stated level; they count as Cleric spells and do not use prepared-spell choices.

Cleric levelDomain spells
1Animal Friendship, Speak with Animals
3Barkskin, Spike Growth
5Plant Growth, Wind Wall
7Dominate Beast, Grasping Vine
9Insect Plague, Tree Stride

Cleric rules. The holy sign can be a small votive image reflecting this local cult. The deity’s own encounter abilities are not granted to clerics.

Baduhenna — Manifestation

Medium outsider (extraplanar), true neutral; CR 22 (provisional original encounter)

Initiative +12; Senses darkvision 60 ft.; Perception +50

Defense

AC 43, touch 25, flat-footed 34 (+8 Dex, +18 natural, +6 deflection, +1 dodge); hp 406 (28d10+252); Saves Fort +20, Ref +26, Will +27.

DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 33; fast healing 15.

Offense

Speed 40 ft.; Attack slam +36 melee (6d8+7 plus 4d8 divine force/19–20); Full attack 2 slams +36 melee (6d8+7 plus 4d8 divine force/19–20); Space/Reach 5 ft./10 ft. (supernatural reach).

The Wood Closes (Su, 3/day). Standard action. Roots erupt in a 30-foot-radius spread within 90 feet. Creatures she selects take 16d6 piercing damage, Reflex half. Those failing are entangled and unable to move from their square for 1 round; a standard-action Strength check against the save DC releases a creature early. The area remains difficult terrain for 10 rounds. Save DC 33; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Wisdom modifier.

Keeper of the Wood (Su). She moves through natural undergrowth without penalty. While touching a living tree she senses the direction of deliberate tree damage within 300 feet; this does not reveal a creature’s square.

The Root Takes the Blade (Su). Once per round as an immediate action, reduce the damage of an attack against a creature within 30 feet by 25. An attacker standing on soil then takes a –10-foot penalty to its land speed for 1 round.

Divine Armament (Su). The enlarged impact, force damage and reach of the slams are inherent campaign divine abilities, not size-based natural-weapon progression. They count as epic weapons for overcoming damage reduction. These powers do not grant spell slots or additional spell-like abilities.

Statistics

Abilities Str 24, Dex 26, Con 28, Int 22, Wis 28, Cha 24; Base Attack +28; CMB +35; CMD 60.

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam), Skill Focus (Perception), Skill Focus (Sense Motive), Improved Critical (slam), Skill Focus (Diplomacy), Skill Focus (Knowledge [religion]) (14 racial-HD feat slots).

Skills Diplomacy +44, Knowledge (religion) +43, Perception +50, Sense Motive +50, Profession (shrine keeper) +40, Survival +40, Swim +35, Stealth +39. Listed skills have ranks equal to Hit Dice. Outsider class skills include Bluff, Craft, Knowledge (planes), Perception, Sense Motive and Stealth; the four additional racial class skills are Diplomacy, Knowledge (religion), Profession and Survival.

Languages Frisian, Middle Dutch, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment The sacred woods of the Frisian coastal country; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.

Clerics and Domain Spells

Domains: Plant, Protection. A cleric chooses two, subject to the edition’s normal alignment rules. These are follower grants, not additional spells known by the manifestation.

Granted powers: Plant: Wooden Fist and Bramble Armor; Protection: Resistant Touch and Aura of Protection. Use the level scaling and daily resources in the linked Pathfinder Cleric rules.

Spell levelPlantProtection
1EntangleSanctuary
2BarkskinShield Other
3Plant GrowthProtection from Energy
4Command PlantsSpell Immunity
5Wall of ThornsSpell Resistance
6Repel WoodAntimagic Field
7Animate PlantsRepulsion
8Control PlantsMind Blank
9ShamblerPrismatic Sphere

Full edition-native domain rules.

Baduhenna — Manifestation

Medium outsider (extraplanar), true neutral; CR 22 (provisional original encounter)

Initiative +12; Senses darkvision 60 ft.; Listen/Spot +42

Defense

AC 42, touch 24, flat-footed 34 (+8 Dex, +18 natural, +6 deflection); hp 378 (28d8+252); Saves Fort +27, Ref +26, Will +27.

DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 33; fast healing 15. Dodge grants a further +1 dodge bonus to AC against one designated opponent; it is not included in the base AC.

Offense

Speed 40 ft.; Attack slam +36 melee (6d8+7 plus 4d8 divine force); Full attack 2 slams +36 melee (6d8+7 plus 4d8 divine force); Space/Reach 5 ft./10 ft. (supernatural reach).

The Wood Closes (Su, 3/day). Standard action. Roots erupt in a 30-foot-radius spread within 90 feet. Creatures she selects take 16d6 piercing damage, Reflex half. Those failing are entangled and unable to move from their square for 1 round; a standard-action Strength check against the save DC releases a creature early. The area remains difficult terrain for 10 rounds. Save DC 33; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Wisdom modifier.

Keeper of the Wood (Su). She moves through natural undergrowth without penalty. While touching a living tree she senses the direction of deliberate tree damage within 300 feet; this does not reveal a creature’s square.

The Root Takes the Blade (Su). Once per round as an immediate action, reduce the damage of an attack against a creature within 30 feet by 25. An attacker standing on soil then takes a –10-foot penalty to its land speed for 1 round.

Divine Armament (Su). The enlarged impact, force damage and reach of the slams are inherent campaign divine abilities, not size-based natural-weapon progression. They count as epic weapons for overcoming damage reduction. These powers do not grant spell slots or additional spell-like abilities.

Statistics

Abilities Str 24, Dex 26, Con 28, Int 22, Wis 28, Cha 24; Base Attack +28; Grapple +35.

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam), Skill Focus (Sense Motive) (10 racial-HD feat slots).

Skills Diplomacy +38, Knowledge (religion) +37, Listen +42, Spot +42, Sense Motive +43, Profession (shrine keeper) +40, Survival +40, Swim +38, Hide +39. Listed skills have ranks equal to Hit Dice + 3. Other skills are untrained; unspent skill points are not included in the listed modifiers.

Languages Frisian, Middle Dutch, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment The sacred woods of the Frisian coastal country; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.

Clerics and Domain Spells

Domains: Plant, Protection. A cleric chooses two, subject to the edition’s normal alignment rules. These are follower grants, not additional spells known by the manifestation.

Granted powers: Plant: Rebuke or command plant creatures 3 + Charisma modifier times per day, and add Knowledge (nature) as a cleric class skill.; Protection: Once per day, a standard-action touch gives a resistance bonus equal to cleric level on the next saving throw within 1 hour. Use the linked 3.5e domain rules for turning and other class interactions.

Spell levelPlantProtection
1EntangleSanctuary
2BarkskinShield Other
3Plant GrowthProtection from Energy
4Command PlantsSpell Immunity
5Wall of ThornsSpell Resistance
6Repel WoodAntimagic Field
7Animate PlantsRepulsion
8Control PlantsMind Blank
9ShamblerPrismatic Sphere

Full edition-native domain rules.

A Blessing to Earn

A person who identifies and buries a forgotten enemy receives one night of safe rest in the grove. Natural beasts and the grove’s own roots will not disturb that rest; an outside pursuer can still enter, and the blessing does not conceal a campfire.

Sources and Mythic Context

Tacitus, Annals 4.73, places a disastrous Roman engagement in the grove called Baduhenna in 28 CE. That account does not locate the grove precisely or preserve the goddess’s appearance, family or complete portfolio. The sanctuary, personality and powers here develop that sparse testimony for the campaign.

Explore the Low Countries Pantheon, the Gods and Pantheons directory, and the neighbouring Roman Pantheon.

Original SpiralWorlds campaign lore, artwork and rules. Historical names and objects are distinguished from campaign developments above. Rules references: Wizards of the Coast, D&D Basic Rules (2014), Free Rules / Player’s Handbook (2024), and revised D&D 3.5 System Reference Document; Paizo, Pathfinder First Edition Core Rulebook and Bestiary. Referenced names identify the relevant edition; no publisher endorsement or playtest certification is implied.

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