Nabia — Lady of Springs, Highlands and Living Communities

Nabia — Lady of Springs, Highlands and Living Communities

Nabia, goddess of sacred springs, seated beside a highland river and ancient standing stones

At a Glance

Name Nabia
Tradition North-western Hispania and Lusitania, in sanctuaries by springs, high places, defended settlements and hillforts
Portfolio Water sources, protective divine guardianship over communities, renewal and the strength of highland settlements
Divine status Neutral Good, divine rank 13
Home plane Beastlands — the High Spring, where every river rises from a shared mountain beneath living trees
Symbol A descending silver spring enclosed by three rough standing stones
Worshippers spring keepers, rural healers, highland guards, women guarding communal stores, ferrymen and mountain travellers

The sacred spring near a hillfort has ceased flowing. Village elders refuse to divert their last water to the governor’s soldiers until a stolen dedicatory altar returns.

Nabia in the World

Nabia is an ancient Lusitanian-Gallaecian goddess; Nabia is known from altars and varied dedications. The evidence does not limit her to being merely a river goddess; archaeological studies describe a wider, multifunctional cult.

Offerings are made beside clean water and stones that mark the community’s promises. Her keepers prevent the powerful from poisoning a spring or denying water to an enemy’s children.

Her sanctuaries stand where mountains, water and villages meet. Local temples may emphasize one responsibility over another without making her a collection of unrelated gods.

When the Inquisition of Flame and Iron attempts to seize a sacred site in western Iberia, the shrine’s keepers insist on their own obligations. The Sacred College cannot speak for the god without a recognised agreement between mortal temples.

Signs and Worship

At a shrine, local stewards receive vows and offerings appropriate to Nabia’s traditions, keep the sanctuary’s property and refuse any official who claims divinity can be purchased. The sacred spring near a hillfort has ceased flowing. Village elders refuse to divert their last water to the governor’s soldiers until a stolen dedicatory altar returns.

Any visitor may ask for protection, but the divine response is shaped by the visitor’s conduct. The god’s influence is not an excuse for a magistrate to override the customs of neighbouring people.

What Is Happening Right Now?

The sacred spring near a hillfort has ceased flowing. Village elders refuse to divert their last water to the governor’s soldiers until a stolen dedicatory altar returns.

A local ruler seeks a sacred verdict that will strengthen his claim while another community refuses the rites demanded. Armed retainers guard the road to the temple. The caretaker asks travellers to bring independent witnesses before he hears the petition.

Encounters and Adventures

The Stone in the Mill

A miller has built a new channel through the shrine’s foundation. Its water runs twice as fast but every child born in the valley dreams of drowning. The keeper demands the old stone be returned.

The Two Altars of Nabia

A single ancestral votive stone names Nabia twice, once plainly and once by a local title. Rival towns claim it proves their shrine is the older one; a third party wants the quarrel to break their alliance.

Water for a Siege

A besieged hillfort’s secret spring begins to flow beneath the attackers’ camp. The goddess will not tolerate its destruction, but the townsfolk must choose whether to aid their enemies.

Divine Powers and Game Rules

Nabia — D&D 2024

Medium Celestial (deity), Neutral Good; CR 32 (campaign; unplaytested); PB +9 (extrapolated beyond official CR range)

AC 29 (divine armour); HP 580 (40d8 + 400); Speed 40 ft., Fly 60 ft. (hover)

STR DEX CON INT WIS CHA
28 (+9) 24 (+7) 30 (+10) 24 (+7) 34 (+12) 28 (+9)

Saving Throws Str +18, Con +19, Wis +21, Cha +18; Skills Insight +21, Perception +21, Religion +16; Resistance Radiant, Force; Bludgeoning, Piercing and Slashing from nonmagical attacks; Condition Immunities Charmed, Frightened, Poisoned.

Senses Truesight 120 ft., Passive Perception 31; Languages ancient local tongues, Celestial; telepathy 120 ft.

Traits

Legendary Resistance (4/Day). The deity chooses to succeed on a failed save. Magic Resistance. Advantage on saves against spells and magical effects. Divine Renewal. The deity regains 20 Hit Points at the start of its turn if it has at least 1. Defeat outside its home plane returns the divine body home.

Actions

Multiattack. Three Torrent of the Standing Stones attacks. Torrent of the Standing Stones. Melee Spell Attack: +21 to hit, reach 15 ft., one target. Hit: 34 (4d10 + 12) Bludgeoning damage.

The High Spring Answers (Recharge 5–6). Nabia calls a cascade across a 60-foot-radius area within 120 feet. Enemies make a DC 29 Dexterity saving throw or take 63 (14d8) Bludgeoning damage and fall Prone; a successful save halves the damage and prevents the fall. Allies in the area each regain 28 (8d6) Hit Points and have advantage on their next saving throw against being Frightened.

Divine Spellcasting. Wisdom is the spellcasting ability (spell save DC 29, +21 to hit). At will: detect magic, protection from evil and good, dispel magic. 3/day each: heal, greater restoration, divination. 1/day: mass heal. Cast the spells using this edition’s published components, concentration and casting time. This is personal divine magic, not the cleric’s patron track.

Bonus Actions

Sanctuary Step. The deity moves up to half its Speed without provoking Opportunity Attacks, or teleports up to 30 feet within its own sanctified realm.

Reactions

Answer the Vow (3/Day). When an ally within 60 feet takes damage, reduce it by 27 (6d8); that ally can immediately move 10 feet without provoking Opportunity Attacks.

Legendary Actions

Three per round, regaining them at the start of each turn. Advance (1). Move half Speed. Strike (1). Make one Torrent of the Standing Stones attack. Command the Sanctuary (2). One hostile creature within 60 feet must succeed on a DC 29 Wisdom saving throw or have its Speed reduced to 0 until the end of its next turn.

Follower Domains and Patron Spells

Cleric domain: Life. The following always-prepared patron track is campaign material in addition to printed domain spells.

  • Cleric level 3: Create or Destroy Water; Cure Wounds; Lesser Restoration; Prayer of Healing.
  • Cleric level 5: Water Walk; Revivify.
  • Cleric level 7: Control Water; Freedom of Movement.
  • Cleric level 9: Greater Restoration; Mass Cure Wounds.
Divine Relic

The Cup of the High Spring. Legendary Wondrous Item, requires attunement. Once per Long Rest, you can use a Magic action to restore 40 Hit Points to one creature you can see within 30 feet and end the Poisoned condition on it.

Nabia — D&D 2014

Medium Celestial (deity), Neutral Good; CR 31 (campaign; unplaytested); PB +9 (extrapolated beyond official CR range)

AC 28 (divine armour); HP 522 (36d8 + 360); Speed 40 ft., Fly 60 ft. (hover)

STR DEX CON INT WIS CHA
28 (+9) 24 (+7) 30 (+10) 24 (+7) 34 (+12) 28 (+9)

Saving Throws Str +18, Con +19, Wis +21, Cha +18; Skills Insight +21, Perception +21, Religion +16; Resistance Radiant, Force; Bludgeoning, Piercing and Slashing from nonmagical attacks; Condition Immunities Charmed, Frightened, Poisoned.

Senses Truesight 120 ft., Passive Perception 31; Languages ancient local tongues, Celestial; telepathy 120 ft.

Traits

Legendary Resistance (4/Day). The deity chooses to succeed on a failed save. Magic Resistance. Advantage on saves against spells and magical effects. Divine Renewal. The deity regains 20 Hit Points at the start of its turn if it has at least 1. Defeat outside its home plane returns the divine body home.

Actions

Multiattack. Three Torrent of the Standing Stones attacks. Torrent of the Standing Stones. Melee Spell Attack: +21 to hit, reach 15 ft., one target. Hit: 34 (4d10 + 12) Bludgeoning damage.

The High Spring Answers (Recharge 5–6). Nabia calls a cascade across a 60-foot-radius area within 120 feet. Enemies make a DC 29 Dexterity saving throw or take 63 (14d8) Bludgeoning damage and fall Prone; a successful save halves the damage and prevents the fall. Allies in the area each regain 28 (8d6) Hit Points and have advantage on their next saving throw against being Frightened.

Divine Spellcasting. Wisdom is the spellcasting ability (spell save DC 29, +21 to hit). At will: detect magic, protection from evil and good, dispel magic. 3/day each: heal, greater restoration, divination. 1/day: mass heal. Cast the spells using this edition’s published components, concentration and casting time. This is personal divine magic, not the cleric’s patron track.

Bonus Actions

Sanctuary Step. The deity moves up to half its Speed without provoking Opportunity Attacks, or teleports up to 30 feet within its own sanctified realm.

Reactions

Answer the Vow (3/Day). When an ally within 60 feet takes damage, reduce it by 27 (6d8); that ally can immediately move 10 feet without provoking Opportunity Attacks.

Legendary Actions

Three per round, regaining them at the start of each turn. Advance (1). Move half Speed. Strike (1). Make one Torrent of the Standing Stones attack. Command the Sanctuary (2). One hostile creature within 60 feet must succeed on a DC 29 Wisdom saving throw or have its Speed reduced to 0 until the end of its next turn.

Follower Domains and Patron Spells

Cleric domain: Nature. The following always-prepared patron track is campaign material in addition to printed domain spells.

  • 1-level spell: Create or Destroy Water; Cure Wounds
  • 3-level spell: Lesser Restoration; Prayer of Healing
  • 5-level spell: Water Walk; Revivify
  • 7-level spell: Control Water; Freedom of Movement
  • 9-level spell: Greater Restoration; Mass Cure Wounds
Divine Relic

The Cup of the High Spring. Legendary Wondrous Item, requires attunement. Once per Long Rest, you can use a Magic action to restore 40 Hit Points to one creature you can see within 30 feet and end the Poisoned condition on it.

Nabia — Pathfinder 1e

Medium outsider (extraplanar outside Beastlands), Neutral Good; divine rank 13; CR 32 (campaign, unplaytested)

Init +7; Senses darkvision 60 ft., true seeing 120 ft.; AC 47, touch 26, flat-footed 40; HP 558 (36d10+360); Fort +32, Ref +29, Will +34; SR 43; DR 15/epic.

Speed 40 ft., fly 60 ft. (perfect); Space/Reach 5 ft./15 ft.; Melee Torrent of the Standing Stones +45/+40/+35/+30 (4d8+13 force or bludgeoning); Str 28, Dex 24, Con 30, Int 24, Wis 34, Cha 28; BAB +36; CMB +45, CMD 62.

Skills Heal +51, Knowledge (religion) +46, Sense Motive +51, Survival +51, Spellcraft +46; Perception +51; Feats Alertness, Blind-Fight, Combat Casting, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Heal), Skill Focus (Knowledge [religion]), Skill Focus (Perception), Spell Focus (conjuration), Greater Spell Focus (conjuration), Spell Penetration, Greater Spell Penetration, Toughness.

Special Abilities

The High Spring Answers (Su). Standard action, usable once every 1d4 rounds: a 60-foot spread at range 120 feet. Enemies suffer 18d6 force damage and are knocked prone on a failed DC 40 Reflex save; success halves damage and prevents the other effect. Allies in the area receive 6d8+20 healing or equivalent temporary protection instead. Wisdom-based DC.

Sanctuary Oath (Su). One devotee keeping a genuine vow at the deity’s own sanctuary receives a +4 sacred bonus on its next saving throw against fear, curse or coercion made within 24 hours. A broken vow ends the benefit.

Spell-Like Abilities. Caster level 25; save DC 10 + spell level + Wisdom modifier. At will: detect magic, sanctuary, remove fear; 3/day each: greater restoration, heal, divination; 1/day: mass heal. Standard-action use unless a spell states otherwise; follow the rules of this edition.

Follower Domains and Patron Spell Track

Cleric domains: Water, Community. The following is a campaign track, with one spell per spell level 1–9.

  • Spell level 1: Create Water
  • Spell level 2: Water Breathing
  • Spell level 3: Water Walk
  • Spell level 4: Control Water
  • Spell level 5: Ice Storm
  • Spell level 6: Heal
  • Spell level 7: Regenerate
  • Spell level 8: Control Weather
  • Spell level 9: Miracle
Divine Relic

The Cup of the High Spring. Unique minor artifact; no market price or ordinary item creation formula. Once per day as a standard action, heal a creature within 30 feet for 40 hit points and remove the poisoned condition (or neutralize poison in an older edition).

Nabia — D&D 3.5e

Medium outsider (extraplanar outside Beastlands), Neutral Good; divine rank 13; CR 31 (campaign, unplaytested)

Init +7; Senses darkvision 60 ft., true seeing 120 ft.; AC 45, touch 26, flat-footed 40; HP 522 (36d8+360); Fort +32, Ref +29, Will +34; SR 43; DR 15/epic.

Speed 40 ft., fly 60 ft. (perfect); Space/Reach 5 ft./15 ft.; Melee Torrent of the Standing Stones +45/+40/+35/+30 (4d8+13 force or bludgeoning); Str 28, Dex 24, Con 30, Int 24, Wis 34, Cha 28; BAB +36; Grapple +45.

Skills Heal +51, Knowledge (religion) +46, Sense Motive +51, Survival +51, Spellcraft +46; Spot, Listen +51; Feats Alertness, Blind-Fight, Combat Casting, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Skill Focus (Heal), Skill Focus (Knowledge [religion]), Spell Focus (conjuration), Toughness.

Special Abilities

The High Spring Answers (Su). Standard action, usable once every 1d4 rounds: a 60-foot spread at range 120 feet. Enemies suffer 18d6 bludgeoning damage and are knocked prone on a failed DC 40 Reflex save; success halves damage and prevents the other effect. Allies in the area receive 6d8+20 healing or equivalent temporary protection instead. Wisdom-based DC.

Sanctuary Oath (Su). One devotee keeping a genuine vow at the deity’s own sanctuary receives a +4 sacred bonus on its next saving throw against fear, curse or coercion made within 24 hours. A broken vow ends the benefit.

Spell-Like Abilities. Caster level 25; save DC 10 + spell level + Wisdom modifier. At will: detect magic, sanctuary, remove fear; 3/day each: greater restoration, heal, divination; 1/day: mass heal. Standard-action use unless a spell states otherwise; follow the rules of this edition.

Follower Domains and Patron Spell Track

Cleric domains: Water, Protection. The following is a campaign track, with one spell per spell level 1–9.

  • Spell level 1: Create Water
  • Spell level 2: Water Breathing
  • Spell level 3: Water Walk
  • Spell level 4: Control Water
  • Spell level 5: Ice Storm
  • Spell level 6: Heal
  • Spell level 7: Regenerate
  • Spell level 8: Control Weather
  • Spell level 9: Miracle
Divine Relic

The Cup of the High Spring. Unique minor artifact; no market price or ordinary item creation formula. Once per day as a standard action, heal a creature within 30 feet for 40 hit points and remove the poisoned condition (or neutralize poison in an older edition).

Historical Sources and Related Places

Other gods of western Iberia: Ataecina · Endovelicus · Bandua.

The ancient dedications establish Nabia’s cult in river valleys, settled places and highlands; they do not preserve a single complete account of her rites or divine home.

Iberian Pantheons · Portugal · Castile and León

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