
At a Glance
| Identity | Mokosh, guardian of spinning, wet earth and the work that sustains a household |
|---|---|
| Divine home | The Reed Gardens of Iriy in Bytopia |
| Temperament | Patient, practical, fiercely protective; Neutral Good |
| Relationships | Perun’s rain and Veles’s herds touch her fields; she guards her own promises |
| Worshippers | Spinners, weavers, midwives, field workers, healers and households sharing scarce food |
| Emblems | Spindle, flax, spring water and moist earth |
| Relic | Spindle of Living Flax |

Mokosh receives the prayers whispered over flax, wet soil and the work that keeps a household alive. She does not make famine a metaphor. When the earth is exhausted or a spinner’s fingers bleed, she sees the person and the work together.
Mokosh in the world
In a riverside settlement of the Rus’, a warm spring steams through the first frost. Linen hangs beside nets and patched grain sacks. A shrine keeper leaves a spindle on the bank so that anyone waiting for water can mend a neighbour’s torn cloth. Mokosh’s presence is felt in the hands that keep working after a visitor has been fed.
Origins and divine relationships
The Primary Chronicle names Mokosh among Vladimir’s Kyiv idols. Her original cult survives in fragments. Connections with spinning, women’s work and moist earth draw on later folklore and scholarly reconstruction; they do not preserve a complete ancient biography. Her marriage, ancestry and the precise meaning of her name remain uncertain.
The Reed Gardens. In Iriy on Dothion, the cultivated layer of Bytopia, warm springs divide Mokosh’s flax beds into narrow islands. Reed bridges lead to open workrooms where a stranger can find a loom, a meal and a place to sleep. Each hall keeps seed grain above its hearth. No petitioner must surrender that grain to pay for a blessing. These gardens and Mokosh’s household here are original setting material.
Encountering Mokosh
Mokosh listens longer than the other great powers. She gives small, practical favours readily when people work together, but has a terrible temper towards those who profit by starving others. She answers a clever question with another task: weave a bandage, mend a plough strap, save the seed grain.
She notices who carries the water and who takes credit for carrying it. A ruler asking for a rich harvest may first be sent to repair a widow’s roof. Her patience ends when someone calls another person expendable. In battle she binds a pursuer, shelters the wounded and keeps one more living thread from breaking.
Worship and powers
Her shrines belong to the everyday work of their keepers. A cup of clean spring water, a length of sound linen or time spent tending someone else’s field makes a fitting offering. Women lead many of these rites, while anyone willing to share the work may take part. A local shrine keeper tends the rites of that place; no single mortal speaks for every household.
Spindle of Living Flax
The small spindle draws linen from empty air and closes a wound as gently as a seam. Mokosh gives it to a keeper who will pass it on when another household needs it more. Its mortal healing is distinct from the great spindle she carries in battle.
Divine powers
The spindle binds a pursuer, mends a wound and keeps one more household safe through the winter.
D&D 2024
Mokosh
Medium Celestial (Deity), Neutral Good
AC 26 Initiative +7 (17)
HP 840 (48d8 + 624)
Speed 40 ft., Fly 60 ft. (hover), Swim 30 ft.
| Stat | Score | Mod | Save |
|---|---|---|---|
| Str | 28 | +9 | +19 |
| Dex | 24 | +7 | +7 |
| Con | 36 | +13 | +23 |
| Int | 32 | +11 | +11 |
| Wis | 40 | +15 | +25 |
| Cha | 34 | +12 | +22 |
Skills Athletics +19, Insight +25, Medicine +25, Perception +25, Religion +21
Resistances Cold, Fire; Bludgeoning, Piercing and Slashing from nonmagical attacks
Immunities Radiant; Charmed, Frightened
Senses Truesight 120 ft.; Passive Perception 35
Languages Old East Slavic, Celestial; telepathy 120 ft.
CR 33 (XP —; PB +10)
Traits
Legendary Resistance (4/Day). If Mokosh fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. Mokosh makes three Living Spindle attacks.
Living Spindle. Melee Attack Roll: +19, reach 15 ft. Hit: 42 (6d10 + 9) Bludgeoning damage plus 27 (6d8) Radiant damage.
Thread of All Households (Recharge 5–6). Constitution Saving Throw: DC 33, each enemy in a 60-foot Emanation originating from Mokosh. Failure: 81 (18d8) Radiant damage plus 27 (6d8) Force damage, and the target has the Restrained condition until the end of its next turn. Success: Half damage only.
Up to six willing allies in the Emanation that are neither Undead nor Constructs regain 27 (6d8) Hit Points and end one of these conditions of Mokosh’s choice: Blinded, Deafened or Poisoned. Mokosh cannot choose herself for this healing.
Spellcasting. Mokosh casts the spells below, using Wisdom (spell save DC 33). Each spell uses its normal casting time, components and Concentration; costly and consumed materials are required. Both mending and regenerate take 1 minute to cast. She uses no spell slots.
3/Day Each: cure wounds, lesser restoration, revivify
2/Day Each: death ward, greater restoration, heal
1/Day Each: regenerate, holy aura, mass heal
Bonus Actions
Step Between Shrines (2/Day). Mokosh teleports to an unoccupied space she can see within 30 feet. This cannot cross planes or a magical barrier that blocks teleportation.
Threads Reversal (1/Day). While Bloodied, Mokosh creates a 20-foot Emanation until the start of her next turn. Enemies within it cannot make Opportunity Attacks. The first time a willing ally enters the Emanation on a turn, it gains 23 Temporary Hit Points, lasting until the start of Mokosh’s next turn.
Reactions
The Unbroken Thread (2/Day). Trigger: A willing ally Mokosh can see within 60 feet would drop to 0 Hit Points from damage without being killed outright. Response: The ally has 1 Hit Point instead. If Mokosh can see the creature that dealt the damage within 120 feet, it takes 18 (4d8) Radiant damage. Mokosh cannot use this reaction on herself.
Legendary Actions
Mokosh has 3 uses. After another creature’s turn ends, she can expend one use for an option below. She regains all uses at the start of her turn.
Divine Advance. Mokosh moves up to half her Speed without provoking Opportunity Attacks.
Spindle Strike. Mokosh makes one Living Spindle attack. She cannot use this action again until the start of her next turn.
Divine Rebuke. Wisdom Saving Throw: DC 33, one creature Mokosh can see within 30 feet. Failure: 18 (4d8) Radiant damage. Failure or Success: Mokosh cannot use this action again until the start of her next turn.
The Reed Gardens
The Mender’s Spring. Once per day in the Reed Gardens, a creature can spend 1 minute cleaning a companion’s wound and repairing a real tear in that companion’s clothing or bandage. For the next hour, that companion can use a Magic action to drink from a natural spring in the Gardens and regain 9 (2d8) hit points. The blessing then ends. It cannot be stored in a bottle, transferred or renewed by damaging the same cloth again. Mokosh gains no healing from this blessing.
Cleric domain and domain spells
Choose the Life Domain at cleric level 3. Its features and always-prepared spells follow the Life Domain rules. These gifts belong to Mokosh’s clerics; they are separate from her own Spellcasting action.
| Cleric level | Domain spells |
|---|---|
| 3 | aid, bless, cure wounds, lesser restoration |
| 5 | mass healing word, revivify |
| 7 | aura of life, death ward |
| 9 | greater restoration, mass cure wounds |
Spindle of Living Flax — D&D 2024
Wondrous item, rare (requires attunement). While holding this spindle, you can use a Magic action to draw out living flax. Choose up to three willing creatures you can see within 15 feet. Each regains 13 (3d8) Hit Points; a creature at 0 Hit Points first becomes Stable. Roll separately for each target. Undead and Constructs receive no healing. The flax becomes ordinary linen after the healing; it cannot be harvested for more magic. Once used, the spindle regains this power when you finish a Long Rest.
Mending. While holding it, you can cast mending at will with its normal 1-minute casting time. The spindle cannot restore a magic item’s lost properties or replace missing body parts.
D&D 2014
Mokosh
Medium celestial (deity), neutral good
Armor Class 26 (divine ward)
Hit Points 840 (48d8 + 624)
Speed 40 ft., fly 60 ft. (hover), swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 24 (+7) | 36 (+13) | 32 (+11) | 40 (+15) | 34 (+12) |
Saving Throws Str +19, Con +23, Wis +25, Cha +22
Skills Athletics +19, Insight +25, Medicine +25, Perception +25, Religion +21
Damage Resistances cold, fire; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities radiant
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 35
Languages Old East Slavic, Celestial; telepathy 120 ft.
Challenge 33 (XP —)
Proficiency Bonus +10
Innate Spellcasting. Mokosh’s innate spellcasting ability is Wisdom (spell save DC 33). She can innately cast the following spells with their normal casting times, components and concentration requirements, including costly or consumed materials. mending and regenerate each take 1 minute to cast.
3/day each: cure wounds, lesser restoration, revivify
2/day each: death ward, greater restoration, heal
1/day each: regenerate, holy aura, mass heal
Legendary Resistance (4/day). If Mokosh fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. Mokosh makes three Living Spindle attacks.
Living Spindle. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 42 (6d10 + 9) bludgeoning damage plus 27 (6d8) radiant damage.
Thread of All Households (Recharge 5–6). Living flax fills a 60-foot-radius sphere centred on Mokosh. Each enemy in the area makes a DC 33 Constitution saving throw, taking 81 (18d8) radiant damage plus 27 (6d8) force damage on a failure, or half as much on a success. On a failed save, it also has the restrained condition until the end of its next turn. Up to six willing allies in the sphere that are neither Undead nor Constructs instead regain 27 (6d8) Hit Points and end one of these conditions of Mokosh’s choice: blinded, deafened or poisoned. Mokosh cannot choose herself for this healing. The flax then withers.
Threads Trial (1/day). One creature Mokosh can see within 60 feet makes a DC 33 Wisdom saving throw. On a failure, it has disadvantage on its next attack against a creature other than Mokosh before the end of its next turn. A creature holding a spindle carved from river wood has advantage on this save.
Bonus Actions
Step Between Shrines (2/day). Mokosh teleports to an unoccupied space she can see within 30 feet. This cannot cross planes or a magical barrier that blocks teleportation.
Reactions
The Unbroken Thread (2/day). When a willing ally Mokosh can see within 60 feet would be reduced to 0 Hit Points by damage without being killed outright, she leaves it at 1 Hit Point instead. If the creature that dealt that damage is visible to her within 120 feet, that creature takes 18 (4d8) radiant damage. Mokosh cannot use this reaction on herself.
Legendary Actions
Mokosh can take 3 legendary actions, choosing one option at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
Divine Advance. Mokosh moves up to half her speed without provoking opportunity attacks.
Living Spindle (Costs 2 Actions). Mokosh makes one Living Spindle attack.
Divine Rebuke. One creature Mokosh can see within 30 feet must succeed on a DC 33 Wisdom saving throw or take 18 (4d8) radiant damage.
The Reed Gardens
The Mender’s Spring. Once per day in the Reed Gardens, a creature can spend 1 minute cleaning a companion’s wound and repairing a real tear in that companion’s clothing or bandage. For the next hour, that companion can use an action to drink from a natural spring in the Gardens and regain 9 (2d8) hit points. The blessing then ends. It cannot be stored in a bottle, transferred or renewed by damaging the same cloth again. Mokosh gains no healing from this blessing.
Cleric domain and domain spells
Choose the Life Domain at cleric level 1. It grants heavy armour proficiency and its normal domain features. The spells below are always prepared at the listed cleric levels and do not count against prepared spells.
| Cleric level | Domain spells |
|---|---|
| 1 | bless, cure wounds |
| 3 | lesser restoration, spiritual weapon |
| 5 | beacon of hope, revivify |
| 7 | death ward, guardian of faith |
| 9 | mass cure wounds, raise dead |
Spindle of Living Flax — D&D 2014
Wondrous item, rare (requires attunement). While holding this spindle, you can use an action to draw out living flax. Choose up to three willing creatures you can see within 15 feet. Each regains 13 (3d8) Hit Points; a creature at 0 Hit Points first becomes Stable. Roll separately for each target. Undead and Constructs receive no healing. The flax becomes ordinary linen after the healing; it cannot be harvested for more magic. Once used, the spindle regains this power at the next dawn.
Mending. While holding it, you can cast mending at will with its normal 1-minute casting time. The spindle cannot restore a magic item’s lost properties or replace missing body parts.
Pathfinder 1e
Mokosh CR 33
XP —
NG Medium outsider (extraplanar, good)
Init +11; Senses darkvision 60 ft., true seeing; Perception +62
Defense
AC 62, touch 40, flat-footed 54 (+7 Dex, +12 deflection, +1 dodge, +22 natural, +10 sacred)
hp 780 (40d10 + 560)
Fort +36, Ref +39, Will +47
DR 15/epic; Immune disease, fear; Resist cold 20, fire 20; SR 35
Offense
Speed 40 ft., fly 60 ft. (perfect), swim 30 ft.
Melee Living Spindle +54/+49/+44/+39 (6d8 + 14 plus 6d6 divine, ×2)
Space 5 ft.; Reach 5 ft. (15 ft. with Living Spindle)
Special Attacks thread of all households (DC 42)
Spell-Like Abilities (CL 40th; concentration +52)
Constant: true seeing
3/day each: cure light wounds (DC 23), make whole (DC 24), remove disease (DC 25)
2/day each: restoration (DC 26), hallow (DC 27), heal (DC 28)
1/day each: regenerate (DC 29), mass cure critical wounds (DC 30), mass heal (DC 31)
Statistics
Str 28, Dex 24, Con 36, Int 32, Wis 40, Cha 34
Base Atk +40; CMB +49; CMD 89
Feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Greater Spell Penetration, Improved Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Heal), Spell Penetration, Spring Attack, Toughness
Skills Bluff +55, Craft (linen) +54, Craft (woodwork) +54, Craft (pottery) +54, Diplomacy +52, Fly +58, Handle Animal +52, Heal +64, Knowledge (nature) +51, Knowledge (planes) +54, Knowledge (religion) +54, Perception +62, Perform (string instruments) +52, Sense Motive +62, Spellcraft +54, Stealth +50, Survival +55
Languages Old East Slavic, Celestial; telepathy 120 ft.
SQ divine ward
Ecology
Environment the Reed Gardens of Iriy (Bytopia)
Organization unique
Treasure Living Spindle (returns to Mokosh if taken)
Special Abilities
Divine Ward (Su) Mokosh gains +10 sacred to AC and +8 sacred on saving throws, already included above.
Living Spindle. Mokosh’s +5 one-handed divine weapon has its own 6d8 damage and 15-ft. reach; it is not an ordinary sewing tool or quarterstaff. Its enhancement bonus is included above. It bypasses epic DR and is good-aligned. If disarmed, it vanishes at the end of that turn and returns at the start of hers.
Spell-Like Abilities Save DCs are Charisma-based (22 + spell level). Casting times are unchanged: mending takes 10 minutes, hallow takes 24 hours and regenerate takes 3 full rounds. No components are required. Combat Casting gives concentration +56 when casting defensively or while grappled; Spell Penetration and Greater Spell Penetration give +4 on checks against spell resistance.
Improved Saves (Ex) Once per day for each save type, its improved save feat permits a reroll before the result is revealed. Mokosh must keep the second roll.
Thread of All Households (Su). Standard action; recharges after 1d4 rounds. Enemies in a 60-ft.-radius burst centred on Mokosh take 18d8 untyped divine damage plus 6d8 force damage, Fortitude DC 42 half. Failure also entangles them until the end of their next turn. Up to six willing living allies in the burst instead regain 6d8 hp and lose sickened. Mokosh cannot select herself for healing. The save DC is Charisma-based.
The Mender’s Spring. Once per day in the Reed Gardens, a creature can spend 1 minute cleaning a companion’s wound and repairing a real tear in that companion’s clothing or bandage. For the next hour, that companion can use a standard action to drink from a natural spring in the Gardens and regain 9 (2d8) hit points. The blessing then ends. It cannot be stored in a bottle, transferred or renewed by damaging the same cloth again. Mokosh gains no healing from this blessing.
Cleric domains and domain spells
A cleric chooses two of Healing, Earth and Community, gaining their powers and a domain spell slot at each available spell level. The favoured weapon is the quarterstaff.
Granted domain powers
Healing: Rebuke Death is a standard-action touch healing a living target below 0 hp for 1d4 + half cleric level, 3 + Wisdom modifier times/day. From cleric 6, Healer’s Blessing increases cure-spell healing by 50%; it neither enhances harm to undead nor stacks with Empower Spell.
Earth: Acid Dart is a standard-action ranged touch attack within 30 ft., dealing 1d6 + half cleric level acid damage, 3 + Wisdom modifier times/day. Acid resistance begins at 10 at cleric 6, becomes 20 at cleric 12 and immunity at cleric 20.
Community: Calming Touch heals 1d6 + cleric level nonlethal damage and removes fatigued, shaken and sickened; standard action, 3 + Wisdom modifier times/day. At cleric 8, Unity is an immediate action when an effect targets the cleric and allies within 30 ft.; before rolls, each ally may choose the cleric’s save result instead of their own. Uses/day: 1 at level 8, +1 per four levels thereafter.
Spindle of Living Flax — Pathfinder 1e
Unique minor artifact; held spindle; CL 9th; no market price or ordinary crafting formula. Once per day, as a standard action, choose up to three willing living creatures within 15 ft. Each regains 3d8 + 9 hit points, rolled separately, as cure serious wounds. This power changes that spell’s target and range; undead cannot be targeted. It also ends any bleed damage currently affecting a healed target. A dying creature healed above 0 hp becomes conscious; otherwise native healing and stabilization rules apply. The spindle also produces mending at will (10-minute casting time; CL 9th), subject to that edition’s normal repair limits.
Destruction. Its magic ends permanently if Mokosh unwinds every last thread from it while a creature freely refuses healing she offers. Ordinary fire or a snapped wooden shaft cannot destroy the artifact.
D&D 3.5e
Mokosh
| Size/Type | Medium Outsider (Extraplanar, Good) |
|---|---|
| Divine Rank | 11 (intermediate deity) |
| Hit Dice | 40d8 + 523 (843 hp; maximized) |
| Initiative | +22 |
| Speed | 60 ft. (12 squares), fly 100 ft. (perfect), swim 60 ft. |
| Armor Class | 64 (+7 Dex, +12 deflection, +11 divine, +24 natural), touch 40, flat-footed 57 |
| Base Attack/Grapple | +20/+50; +10 epic attack bonus included in grapple and attacks |
| Attack | Living Spindle +55 melee (6d8 + 14 plus 6d6 divine/×2) |
| Full Attack | Living Spindle +55/+50/+45/+40 melee (6d8 + 14 plus 6d6 divine/×2) |
| Space/Reach | 5 ft./5 ft. (15 ft. with Living Spindle) |
| Special Attacks | Divine aura, spell-like abilities, thread of all households, salient divine abilities |
| Special Qualities | Divine immunities, damage reduction 25/epic, fire resistance 16, immortality, spell resistance 43, divine senses and travel |
| Saves | Fort +48, Ref +42, Will +50 |
| Abilities | Str 28, Dex 24, Con 36, Int 32, Wis 40, Cha 34 |
| Skills | Bluff +66, Concentration +67, Craft (linen) +65, Craft (woodwork) +65, Craft (pottery) +65, Diplomacy +74, Handle Animal +66, Heal +69, Hide +61, Knowledge (arcana) +65, Knowledge (nature) +65, Knowledge (planes) +65, Knowledge (religion) +65, Listen +71, Move Silently +61, Search +65, Sense Motive +69, Spellcraft +69, Spot +71 |
| Feats | Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Toughness |
| Environment | The Reed Gardens of Iriy (Bytopia) |
| Organization | Unique |
| Challenge Rating | 33 |
| Treasure | Living Spindle (returns to Mokosh if taken) |
| Alignment | Neutral good |
| Advancement | — |
| Level Adjustment | — |
Combat
Touch attacks: melee +50, ranged +48. Dodge: +1 AC against her chosen opponent. Her initiative check normally totals 42 because divine checks use a die result of 20.
Skills: Diplomacy includes +4 synergy each from Bluff and Sense Motive; Spellcraft includes +4 from Knowledge (arcana).
Living Spindle. This +5 one-handed divine weapon has its own 6d8 damage and 15-ft. reach, bypasses epic DR and is good-aligned. Its enhancement bonus is included above. A disarmed spindle vanishes at the end of that turn and returns at the start of Mokosh’s next turn.
Immunities acid, cold, electricity; hostile shape changes, petrification, mind-affecting effects, ability damage/drain, energy drain, disease, poison, stunning, sleep, paralysis, death effects, disintegration, imprisonment and banishment. Native divine-rank exceptions apply. She is immortal and cannot die from massive damage.
Divine nature. Checks use a die result of 20; attacks, saves and damage still roll. Natural 1s do not automatically fail attacks or saves. All languages; senses and communication 11 miles; ten remote sites; portfolio awareness reaches 11 weeks into the past. Her divine senses and realm powers follow her rank.
Divine Aura (Ex). Radius 0–1,100 ft., changed freely each round; choose native daze, fright or resolve. Will DC 33 resists, granting 24-hour immunity. Mokosh can exempt worshippers and creatures of her alignment. The aura affects mortals and lower-ranked deities.
Thread of All Households (Su). Standard action; recharges after 1d4 rounds. Enemies in a 60-ft.-radius burst centred on Mokosh take 18d8 untyped divine damage plus 6d8 force damage, Fortitude DC 42 half. Failure entangles them until the end of their next turn. Up to six willing living allies in the burst instead regain 6d8 hp and lose sickened. Mokosh cannot select herself for healing. The DC uses half her 40 HD and Charisma.
Spell-Like Abilities
Caster level 40th, or 41st for healing; save DC 33 + spell level. All are Charisma-based. No components are required, and each spell keeps its normal casting time. hallow takes 24 hours; regenerate takes 3 full rounds. Caster-level checks include a further +11 divine bonus.
3/day each: cure light wounds (DC 34), make whole (DC 35), remove disease (DC 36)
2/day each: restoration (DC 37), hallow (DC 38), heal (DC 39)
1/day each: regenerate (DC 40), mass cure critical wounds (DC 41), mass heal (DC 42)
Domain spells below are separately available at will, CL 21st (22nd for healing), with the same DCs. Healing grants the +1 caster level already included. Earth and Plant granted powers each have 15 uses/day at effective cleric level 11. Self-only divine travel: greater teleport at will, CL 20, carrying up to 1,100 lb.; plane shift at will, CL 20, carrying up to 100 lb.
Salient Divine Abilities
The fourteen abilities below fill eleven rank selections and three intermediate-deity selections. They function in antimagic, ignore spell resistance and use Wisdom-based DC 36 (10 + divine rank 11 + Wisdom modifier 15) where a save is specified. Salient divine ability rules.
14 salient divine abilities
- Spindle Unbroken. At will, move action: teleport up to 100 ft. between two visible, intact looms in the Reed Gardens. A planar barrier maintained by an equal-or-higher-ranked deity blocks this travel.
- Thread of Kin. 2/day, standard action: up to six willing living creatures within 30 ft. regain 5d8 hit points each and become stable if still below 0 hp. It cannot restore the dead.
- Knot of Years. 2/day, immediate action: a willing ally within 40 ft. rerolls a failed Reflex save and must keep the new result.
- The Saved Child. 1/day, immediate action: when an ally holding a broken nonmagical shield within 30 ft. is attacked, restore that shield to full hp and grant its holder a +4 shield bonus to AC against the triggering attack and until the start of Mokosh’s next turn. Shield bonuses do not stack.
- Reed-Root Shelter. 2/day, standard action: one visible enemy within 60 ft. makes Reflex DC 36 or becomes entangled in flax for 3 rounds. An entangled creature can escape with a DC 28 Escape Artist check as a move action; cutting the flax requires dealing 20 slashing damage to it (AC 10).
- Cut That Heals. 3/day, swift action: the next Living Spindle hit before Mokosh’s turn ends deals an extra 4d6 untyped divine damage. One willing living ally within 30 ft. then regains that many hp. Extra damage is not multiplied on a critical hit; Mokosh cannot heal herself this way.
- Woven Crossing. 1/day, standard action: create a two-way, 10-ft.-square passage between two visible places in the Reed Gardens no farther than 300 ft. apart. It lasts until her next turn, carries only willing creatures and cannot pierce an equal-or-higher-ranked deity’s planar barrier.
- Mother of Wells. 1/day, standard action: bless one visible natural spring within 60 ft. for 1 minute. Living allies within 30 ft. of it gain fast healing 10 while below half their normal maximum hp. The blessing does not stack with itself and ends if the spring is magically destroyed or completely covered in solid stone.
- The Last Thread. 1/day, immediate action: impose −4 on one visible enemy’s attack within 60 ft., after the roll but before the result is announced. The penalty lasts for that attack only.
- Dawn at the Loom. 1/day, immediate action: when a willing living ally within 40 ft. would die from hp loss, it instead remains stable at −9 hp. This does not prevent a death effect, Constitution loss or destruction of the body.
- Threads Sight. At will, standard action: see a silent image of one known shrine loom on the same plane for 1 round. Lead and an equal-or-higher-ranked divine sensing barrier block this particular vision.
- Threads Recollection. 1/day, swift action: restore one expended use of a personal spell-like ability of 4th level or lower. This cannot restore salient abilities or artifact powers.
- Threads Restoration. 1/day, standard action: restore a broken nonmagical object, Large or smaller, to full hp. All original fragments must lie within 10 ft. Missing material, creatures and magical properties cannot be restored.
- Seed Kept for Spring. 1/day, standard action: shelter a 20-ft.-radius patch of visible soil within 60 ft. for 24 hours. Its ordinary seeds and harvested food resist natural frost, rot and vermin. This creates no food, does not accelerate growth and cannot cancel a magical curse.
The Mender’s Spring. Once per day in the Reed Gardens, a creature can spend 1 minute cleaning a companion’s wound and repairing a real tear in that companion’s clothing or bandage. For the next hour, that companion can use a standard action to drink from a natural spring in the Gardens and regain 9 (2d8) hit points. The blessing then ends. It cannot be stored in a bottle, transferred or renewed by damaging the same cloth again. Mokosh gains no healing from this blessing.
Cleric domains and domain spells
A cleric chooses two of Healing, Earth and Plant, gaining their powers and a domain slot at each available spell level. Favoured weapon: quarterstaff.
Granted domain powers
Healing: +1 caster level for healing spells. Earth: turn/destroy air creatures and rebuke/command/bolster earth creatures, sharing 3 + Charisma modifier uses/day. Plant: rebuke/command plant creatures 3 + Charisma modifier times/day; Knowledge (nature) becomes a class skill. Turning and rebuking follow the native cleric rules.
Spindle of Living Flax — D&D 3.5e
Unique minor artifact; held spindle; CL 9th; no market price or ordinary crafting formula. Once per day, as a standard action, choose up to three willing living creatures within 15 ft. Each regains 3d8 + 9 hit points, rolled separately, as cure serious wounds. This power changes that spell’s target and range; undead cannot be targeted. A dying creature healed above 0 hp becomes conscious; otherwise native healing and stabilization rules apply. The spindle also produces mending at will (standard action; CL 9th), subject to that edition’s normal repair limits.
Destruction. Its magic ends permanently if Mokosh unwinds every last thread from it while a creature freely refuses healing she offers. Ordinary fire or a snapped wooden shaft cannot destroy the artifact.
Related lore and spell references
Explore the Slavic pantheon, Perun, Veles and Iriy in Bytopia. For a household guardian at a mortal scale, see the Domovoi; for the return of a lost limb, see Regenerate.
Sources and further reading
Nora K. Chadwick’s discussion of the Chronicle’s pagan evidence places Mokosh in the recorded Kyiv pantheon. Katja Pavlič’s “Spinning – the Myth and the Reality” (2011) examines textile work and myth. Roman Zaroff’s study of the organized Kyiv cult discusses disputed interpretations. The Reed Gardens, relic and named powers on this page are campaign creations.
Rules sources and licensing
Mokosh’s deity statistics, relic and named powers are original campaign material. The stat blocks follow each edition’s presentation, with CR and ability scores extending beyond 30.
Native references: Wizards of the Coast’s SRDs, Pathfinder outsider rules, D&D 3.5e epic progression and divine ranks and powers. Domain links within each panel lead to that edition’s native rules.
Stat-block references: 2024 stat-block overview, 2014 monster statistics, Pathfinder monster entries and 3.5e monster entries.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Changes include original deity and relic rules. Legacy mechanical material is used under the Open Game License v1.0a; original setting prose and artwork are excluded from that designation. Copyright notices: Open Game License v1.0a © 2000 Wizards of the Coast, Inc.; System Reference Document © 2000–2003 Wizards of the Coast, Inc.; Pathfinder Roleplaying Game Core Rulebook © 2009 Paizo Publishing, LLC.
Keep this reference growing
If this page helped with your reading or game, you can support its upkeep or explore the curated books.
Explore the Bookshop — epics, classics and stories behind imagined worlds.
