Anat — Warrior Goddess of Canaan

Anat

Painted portrait of Anat, Canaanite goddess of war

At a Glance

Identity Anat — Unconquered Warrior and Protector of Baal
Principal concern War and the defence of the besieged
Divine home The warrior halls and martial terraces of Mount Zaphon
Home plane Arborea — Olympian Glades
Key relationships Baal, her ally; Mot, her returning enemy
Worshippers Fighters, champions and protectors of threatened communities
Emblem Bronze shield, spear and crossed weapons
Bronze shield with crossed weapons and red ribbons, Anat’s campaign emblem
Anat’s sacred spear emblem.

Unconquered Warrior and Protector of Baal. Anat is the ally a besieged city prays for—and the warrior whose victory it may struggle to survive.

Anat in the World

Anat’s war-band has been sighted near a besieged hill town. She offers its defenders victory, but refuses to guarantee how much of the town will remain when battle ends.

In the Baal Cycle Anat is a formidable fighter whose grief and violence matter to the contest with Mot. She is no passive helper. Her fierce protection and the disturbing brutality of her war imagery must both remain visible.

Encountering Anat

She respects courage in an enemy and despises cruelty presented as strategy. Those who ask her to fight for them must take responsibility for the aftermath.

Anat hears the cry of a besieged gate as a call to battle. Yet she knows each warrior who stands under her banner by name. The surest way to halt her charge is not a speech on peace but to show her exactly whom the victorious army would trample and offer a bolder path to their rescue.

Adventures

Before the Breach

A city’s defenders beg Anat for slaughter; the attackers are fleeing conscripts and their families. The party must confront the city’s commander before her champions enter the breach.

The Spear in the Peacemaker’s Hands

Anat’s stolen ceremonial spear has been placed in a peacemaker’s hands at Sidon, turning every negotiation into a duel. Recovering it without bloodshed would win rare admiration.

The Names Under the Shields

On the road from Sidon, Anat’s victorious champions carry enemy shields that begin speaking the names of missing children. The goddess demands those children be found before dawn, when the shields will burn in her victory fire. The trail leads through an abandoned watchtower held by fugitives who fear her vengeance. The party must secure the children without turning a rescue into another massacre.

Shrines, Relics and Divine Influence

Anat’s worship is rooted in places, gifts and people rather than identical temple procedures in every city. Offerings follow the local cult and historical evidence, not generic sacrifices invented for this page.

The Bronze Lion Spear, a campaign relic that strikes down attackers but rejects helpless victims: The Bronze Lion Spear, a campaign relic that strikes down attackers but rejects helpless victims is an original campaign magic item, not a claim of an excavated ancient object. Its four game interpretations appear inside their own edition panels.

Divine Powers and Game Rules

Each rules panel gives the god’s divine powers, follower gifts, relic and combat abilities for that game.




Anat — D&D 5.5e / 2024

Medium celestial (deity) • CR 31 (campaign encounter rating; unplaytested) • PB +9 (unofficial CR 31+ extrapolation)

AC 30 (divine armour) • HP 522 (52d8 + 288) • Speed 40 ft., fly 60 ft. (hover)

Abilities: Str 30 (+10); Dex 26 (+8); Con 26 (+8); Int 22 (+6); Wis 24 (+7); Cha 26 (+8)

Saving Throws: Str +19, Con +17, Wis +16

Skills: Insight +16, Perception +16, Religion +15

Damage Resistances: force, bludgeoning, piercing and slashing from nonmagical attacks; Condition Immunities: charmed, frightened

Languages: divine telepathy 120 ft.; Ugaritic and relevant ancient local language traditions (no universal Common)

Multiattack. Anat makes three divine spear attacks. Divine Weapon. Melee Weapon Attack: +22 to hit, reach 5 ft., one target; Hit: 4d10 + 13 force damage. Enhancement +3 is included in the attack and damage bonus.

Signature Action. Lioness Rush (Recharge 5–6). Anat moves up to 40 feet without provoking Opportunity Attacks. During this movement she may make up to three divine spear attacks against creatures she passes, but no more than one against any one creature. Each attack uses her listed spear attack bonus and normal spear damage; there is no additional saving throw or automatic area damage.

Bonus Action. Move up to half speed without provoking opportunity attacks from one marked foe.

Reaction — Divine Counterstroke. When a creature within reach attacks a willing ally, impose disadvantage on that attack and make one weapon strike against the attacker (once per round).

Legendary Actions (3/round). One at the end of another creature’s turn; regains its 3 legendary actions at the start of its turn. Move (1 action): move half speed. Strike (1 action): make one divine weapon attack. Divine Pressure (2 actions): one creature within 60 feet makes a DC 27 Strength save or loses its reaction until the end of its next turn.

Innate power, not a cleric spell list: 3/day each spirit guardians and flame strike; 1/day fire storm; Wisdom spell DC 24. The deity’s signature martial powers are actions, not spells.

Follower domains and patron spells

Follower path: War Cleric, with a distinct campaign patron-spell track. These patron spells are always prepared at the indicated Cleric levels (four spells at level 3, then two more at levels 5, 7 and 9) for a cleric of this patron; they are not the printed PHB subclass spell table.

  • Cleric level 3 — 1st- and 2nd-level spells: shield of faith; divine favor; magic weapon; spiritual weapon.
  • Cleric level 5 (spell level 3): spirit guardians; crusader’s mantle.
  • Cleric level 7 (spell level 4): freedom of movement; death ward.
  • Cleric level 9 (spell level 5): flame strike; hold monster.
Divine relic

The Bronze Lion Spear, a campaign relic that strikes down attackers but rejects helpless victims (2024). Legendary magic weapon (spear), requires attunement. Once per Long Rest, you can use its power by taking the Magic action unless the effect specifies a Reaction. As a Reaction when an ally within 15 ft is hit, move to the attacker and make a weapon attack against it; on hit reduce that damage by 2d10.

Anat — D&D 5e / 2014

Medium celestial (deity) • CR 30 (campaign encounter rating; unplaytested) • PB +9

AC 29 (divine armour) • HP 493 (49d8 + 272) • Speed 40 ft., fly 60 ft. (hover)

Abilities: Str 30 (+10); Dex 26 (+8); Con 26 (+8); Int 22 (+6); Wis 24 (+7); Cha 26 (+8)

Saving Throws: Str +19, Con +17, Wis +16

Skills: Insight +16, Perception +16, Religion +15

Damage Resistances: force, bludgeoning, piercing and slashing from nonmagical attacks; Condition Immunities: charmed, frightened

Languages: divine telepathy 120 ft.; Ugaritic and relevant ancient local language traditions (no universal Common)

Multiattack. Anat makes three divine spear attacks. Divine Weapon. Melee Weapon Attack: +22 to hit, reach 5 ft., one target; Hit: 4d8 + 13 force damage. Enhancement +3 is included in the attack and damage bonus.

Signature Action. Battlefield Leap (Recharge 5–6). Anat jumps up to 30 feet to an unoccupied space she can see without provoking Opportunity Attacks and makes two spear attacks, each against a different creature within reach. Resolve each using her listed attack bonus and weapon damage; a missed strike deals no damage.

Bonus Action. Move up to half speed without provoking opportunity attacks from one marked foe.

Reaction — Divine Counterstroke. When a creature within reach attacks a willing ally, impose disadvantage on that attack and make one weapon strike against the attacker (once per round).

Legendary Actions (3/round). One at the end of another creature’s turn; regains spent legendary actions at the start of its turn. Move (1 action): move half speed. Strike (1 action): make one divine weapon attack. Divine Pressure (2 actions): one creature within 60 feet makes a DC 27 Strength save or loses its reaction until the end of its next turn.

Innate power, not a cleric spell list: 3/day each spirit guardians and flame strike; 1/day fire storm; Wisdom spell DC 24. The deity’s signature martial powers are actions, not spells.

Follower domains and patron spells

Follower domain: War, with the following campaign patron spells always prepared separately from printed domain spell lists.

  • Cleric level 1 (spell level 1): shield of faith; divine favor.
  • Cleric level 3 (spell level 2): magic weapon; spiritual weapon.
  • Cleric level 5 (spell level 3): spirit guardians; crusader’s mantle.
  • Cleric level 7 (spell level 4): freedom of movement; death ward.
  • Cleric level 9 (spell level 5): flame strike; hold monster.
Divine relic

The Bronze Lion Spear, a campaign relic that strikes down attackers but rejects helpless victims (2014). Legendary magic weapon (spear), requires attunement. Once per dawn, use an action unless the effect specifies a reaction. As a reaction when an ally within 15 ft takes damage, move to the attacker and make one melee attack; on a hit reduce the ally’s damage by 2d8.

Anat — Pathfinder First Edition

Medium outsider (extraplanar when encountered away from its home plane) • CR 31 (campaign, unplaytested) • 36d10+288 HD plus Toughness (+36), HP 522

Initiative +12; Speed 40 ft., fly 60 ft. (perfect); AC 49, touch 29, flat-footed 40; natural +20, deflection +10, Dex +8, Dodge +1, size +0

Fort +22, Ref +30, Will +29 (two good outsider saves: Reflex and Will; save feats included); SR 47, DR 20/epic, immunity to fear;

Str, Dex, Con, Int, Wis, Cha: Str 30 (+10); Dex 26 (+8); Con 26 (+8); Int 22 (+6); Wis 24 (+7); Cha 26 (+8); BAB +36; CMB +46; CMD 75 (includes deflection +10 and Dodge +1)

Full Attack: +3 divine spear +50/+45/+40/+35 melee (2d8+13 piercing plus 2d6 force); each attack follows PF1e iterative BAB, not 5e Multiattack.

Signature supernatural ability — War Dance (Su): As a full-round action, Anat moves up to 30 feet, then makes her full attack against foes within her reach. This movement does not provoke attacks of opportunity. She cannot use the ability while immobilised. Recharge 1d4 rounds.

Feats (18, from 36 outsider HD): Power Attack, Cleave, Great Cleave, Improved Initiative, Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Focus (spear), Improved Critical (spear), Critical Focus, Blind-Fight, Toughness, Iron Will, Lightning Reflexes, Great Fortitude, Alertness, Skill Focus (Perception).

Languages: Ugaritic, Phoenician (learned where relevant); telepathy 120 ft. Skills: Perception +56, Sense Motive +50, Knowledge (religion) +45; 36 ranks in each, outsider class-skill bonus +3; Alertness (+4) and Skill Focus (Perception, +6) included; other skill ranks assigned to deity-appropriate skills.

Spell-like powers only: 3/day prayer and righteous might, 1/day repulsion; caster level 30; Charisma-based save DC 10 + spell level + Charisma modifier. No invented 0–9 class spell-slot progression.

Follower domains and patron spells

Cleric domains: War, Strength. A dedicated cult can choose this campaign nine-level patron track; it is separate from the deity’s own powers and may include GM-defined spell-list exceptions.

  • Domain spell level 1: divine favor
  • Domain spell level 2: bull’s strength
  • Domain spell level 3: prayer
  • Domain spell level 4: divine power
  • Domain spell level 5: righteous might
  • Domain spell level 6: blade barrier
  • Domain spell level 7: repulsion
  • Domain spell level 8: holy aura
  • Domain spell level 9: miracle
Divine relic

The Bronze Lion Spear, a campaign relic that strikes down attackers but rejects helpless victims (Pathfinder). Unique minor artifact (spear); CL 20th; no market price or ordinary item creation formula. Activation is a standard action unless the power specifies an immediate action; 1/day. As an immediate action after an adjacent ally is hit, make a melee attack against the aggressor; a hit reduces damage taken by 3d6. This unique divine artifact cannot be crafted through ordinary item creation.

Anat — D&D 3.5e

Medium outsider (extraplanar when away from its home plane) • Divine Rank 15; CR 31 (campaign estimate; unplaytested); 36d8+288 HD plus Toughness (+3), maximum deity HP 579

Init +12; Speed 40 ft., fly 60 ft. (perfect); AC 61, touch 43, flat-footed 61 (natural +18, deflection +10, divine +15, Dex +8, size +0; Battlesense retains Dex while flat-footed)

Fort +43, Ref +43, Will +44 (Iron Will included); SR 47, DR 25/epic; immunity to fear; fire resistance 20

Abilities: Str 30 (+10); Dex 26 (+8); Con 26 (+8); Int 22 (+6); Wis 24 (+7); Cha 26 (+8); BAB +20 plus epic attack +8 (36 HD); Grapple +30 (Medium size; does not include epic attack bonus)

Full Attack: +3 divine spear +57/+52/+47/+42 melee (2d8+13 piercing plus 2d6 force). Iteratives use the epic attack progression rather than continuing normal outsider BAB beyond 20 HD.

Salient divine power (campaign) — War Dance (Su): As a full-round action, Anat moves up to 30 feet without provoking attacks of opportunity, then makes her full iterative weapon attacks. She must finish the movement before attacking; this ability cannot be used when she cannot move. 3/day.

Divine rank: divine aura up to 1,500 ft. (100 ft. per divine rank); divine senses; the named campaign power and 17 selected published salient abilities are detailed below, with prerequisites.

Salient Divine Abilities — 18 allocated (3.5e)

Divine Rank 15 grants 15 salient selections plus 3 status selections. The divine skill values shown above include the rank bonus; conditional weapon and environment bonuses below are not included in the base attack or AC lines. Each ability requires its listed action unless noted otherwise. For prerequisites and full limitations consult D&D 3.5e Salient Divine Abilities.

  1. Signature divine power (campaign). The named supernatural power above occupies one salient slot; it is original campaign material, not a printed SRD ability.
  2. Alter Size. Free action; resize from Fine to Colossal and adjust size-dependent statistics when used.
  3. Alter Form. Move-equivalent action; transform physical appearance, clothing and equipment without copying assumed special abilities.
  4. Divine Inspiration. Up to one target per rank each day, line of sight; grants courage (+2 morale and fear immunity) to willing petitioners, or inflicts despair (Will DC 33 negates) on foes for one day.
  5. Call Creatures — Celestial Lions. Call willing celestial lions (each no more than 15 HD); the total number serving under this choice cannot exceed divine rank 15.
  6. Energy Burst — Sonic. An 150-ft.-radius energy emanation deals 15d8 sonic damage; Fortitude DC 33 halves it.
  7. Banestrike — Undead. Against undead, a personally wielded weapon gains +4 on its attack roll and +4d6 damage; this is a conditional modifier and is not in the base attack numbers.
  8. Battlesense. Cannot be surprised or flanked except by higher-ranked deities; retain Dexterity AC while flat-footed, and resist sneak attacks under the source rules.
  9. Frightful Presence. When the deity attacks openly, enemies within 30 feet make Will DC 33 or become shaken for 3d6 rounds, except the direct target under the SRD rules.
  10. Energy Storm — Sonic. Radius 150 feet. Stops projectiles passing through; while active deals 15 sonic plus 15 holy damage per round under the source rules.
  11. Call Creatures — Bronze-Armoured Eagles. Call willing bronze-armoured eagles, each of no more than 15 HD; up to 15 such servants by this separate selection, obeying the published overall calling restrictions.
  12. Call Creatures — War-Horses. Call willing war-horses, each of no more than 15 HD; up to 15 such servants by this separate selection, obeying the published overall calling restrictions.
  13. Call Creatures — Sacred Bulls. Call willing sacred bulls, each of no more than 15 HD; up to 15 such servants by this separate selection, obeying the published overall calling restrictions.
  14. Banestrike — Outsiders, Evil. Choose outsiders, evil as a separate bane category; +4 attack and +4d6 damage only when personally wielding the weapon against it.
  15. Banestrike — Giants. Choose giants as a separate bane category; +4 attack and +4d6 damage only when personally wielding the weapon against it.
  16. Energy Burst — Fire. Radius 150 feet, 15d8 fire damage; Reflex DC 33 halves it. This is a separate energy selection.
  17. Energy Burst — Electricity. Radius 150 feet, 15d8 electricity damage; Reflex DC 33 halves it. This is a separate energy selection.
  18. Increased Energy Resistance — Sonic. Gain sonic resistance 15; use +10 instead if another power already grants sonic resistance.

Feats (13, from 36 HD): Power Attack, Cleave, Great Cleave, Improved Initiative, Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Focus (spear), Improved Critical (spear), Blind-Fight, Toughness, Iron Will. Skills: Spot +61, Listen +61, Knowledge (religion) +60 (39 class-skill ranks at 36 HD, other ranks distributed to deity-appropriate skills).

Languages: Ugaritic, local learned tongues; telepathy 120 ft.

Spell-like powers only: 3/day prayer and righteous might, 1/day repulsion; caster level 25 (10 + divine rank); Charisma-based save DC 10 + spell level + Charisma modifier + divine rank. No invented 0–9 class spell-slot progression.

Follower domains and patron spells

Cleric domains: War, Strength. The following campaign patron track grants one prepared domain spell at each spell level 1–9; actual divine source spell descriptions retain their native edition wording.

  • Domain spell level 1: divine favor
  • Domain spell level 2: bull’s strength
  • Domain spell level 3: prayer
  • Domain spell level 4: divine power
  • Domain spell level 5: righteous might
  • Domain spell level 6: blade barrier
  • Domain spell level 7: repulsion
  • Domain spell level 8: holy aura
  • Domain spell level 9: miracle
Divine relic

The Bronze Lion Spear, a campaign relic that strikes down attackers but rejects helpless victims (D&D 3.5e). Unique minor artifact (spear); CL 20th; no market price or ordinary item creation formula. Activation is a standard action unless the power specifies an immediate action; 1/day. As an immediate action after an adjacent ally is hit, make a melee attack on the aggressor; a hit reduces that ally’s damage by 3d6. These ancient relics have no ordinary crafting prerequisites; their origins are part of the campaign.

Historical Sources and the Living Tradition

The ancient poem preserves multiple voices and episodes; current encounters are original campaign developments.

Meet Anat’s divine family in the Canaanite / Phoenician Pantheon, explore Gods and Pantheons, or visit her home plane, Arborea.

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