Susanoo, Lord of Storms and Tempests
“Meet Susanoo: The Chaotic Storm God Who Battled a Giant Serpent, Found a Legendary Sword, and Changed Japanese Mythology Forever!”
- Pantheon: Shinto
- Deity Title: Storm God, Lord of Tempests and Seas, Slayer of Orochi
- Deity Symbol: A coiled serpent encircling a blade, often wreathed in storm clouds or lightning
- Home Plane: Takamagahara (High Plain of Heaven), though he also claims Izumo as his earthly domain
- Deity Level: Greater Deity
- Alignment: Chaotic Neutral (with leanings toward Good after redemption)
- Aliases: Kami of Storms, Giver of Rain, Serpent-Breaker
- Superior: Izanagi (Creator God and his father)
- Traditional Allies: Amaterasu (after reconciliation), Kushinada-hime (his wife), Inari (Kami of Agriculture and Rice)
- Traditional Foes: Yamata-no-Orochi (defeated), Tsukuyomi (estranged brother), Susanoo’s own recklessness and impulsive nature
- Divine Artifact:
- Kusanagi-no-Tsurugi (“Grass-Cutting Sword”), discovered in the tail of Yamata-no-Orochi and later gifted to Amaterasu as a sign of peace.
- Servants:
- Warriors of the storm, known as Rai-Jin (Thunder Warriors), who carry out his will during great tempests.
- Servitor Creatures:
- Raiju, sea serpents, storm spirits, and elemental constructs of wind and water.
- Sacred Animal: The dragon, often seen as a divine serpent tied to both storms and the sea.
- Manifestations:
- A towering figure cloaked in lightning and mist during storms.
- A golden-eyed serpent coiled in dark clouds.
- The shadow of a storm-laden ship on the horizon, guiding sailors to safety—or peril.
- Signs of Favor:
- Gentle rains after a drought.
- A sudden burst of wind that resolves an impasse or danger.
- Storm clouds parting to reveal sunlight during a dire moment.
- Worshipers:
- Sailors, fishermen, and farmers praying for favorable weather.
- Warriors seeking strength in the face of overwhelming odds.
- Outcasts and those who embrace chaos in their personal quest for redemption.
- Cleric Alignments: Chaotic Good, Chaotic Neutral, Neutral
- Specialty Priests:
- Known as Tempest Wardens, these priests channel the dual nature of storms to protect or challenge their communities.
- Holy Days:
- Festival of Storms (early summer): Celebrates the balance of chaos and renewal.
- Orochi-Slaying Day (mid-autumn): Honors Susanoo’s victory over the eight-headed serpent.
- Portfolio: Storms, chaos, redemption, seas, tempests, protection, serpents, and renewal.
- Domains: Tempest, Chaos, Nature, Protection, Strength
- Favored Weapon: Katana or longsword, representing the Kusanagi-no-Tsurugi.
- Favored Class: Fighter, Barbarian, Cleric, or Sorcerer (especially storm-themed)
- Favored Race: Humans (particularly seafarers) and shapeshifters reflecting duality
- Duties of the Priesthood:
- Mediate between chaos and order in their communities.
- Protect sailors and farmers from natural disasters.
- Educate followers about the balance between destruction and renewal.
- Major Cult/Temple Sites:
- Izumo Taisha Shrine: Susanoo’s principal temple in Japan, said to be where he settled after slaying Orochi.
- Coastal shrines dedicated to protecting fishermen and sailors.
- Benefits:
- Blessings in storms, protection from lightning, and the ability to summon winds and rains in times of need.
- Increased endurance and strength when facing overwhelming odds.
- Significant Others:
- Kushinada-hime: His wife, saved from sacrifice to Yamata-no-Orochi, symbolizes his capacity for compassion and growth.
Susanoo stands tall and imposing, his frame exuding the raw, untamed power of a raging storm. His skin glows with a faint, otherworldly sheen, like the shifting light on storm-tossed waves, alternating between pale azure and tempestuous gray. His eyes are striking, burning with a fierce amber intensity, reminiscent of lightning flashing across a dark sky, reflecting both fury and an unyielding determination.
Long, unkempt hair cascades down his back, as black as the depths of the ocean and streaked with silvery strands, as if touched by the winds of eternity. Around his shoulders drapes a cloak of billowing clouds, constantly shifting, curling like mist on a mountaintop, and occasionally sparking faint traces of lightning. His armor is crafted from weathered bronze and scales of obsidian, shimmering with an iridescent gleam, as if forged from the very storms he commands.
Susanoo’s hands are calloused yet elegant, wielding both weapons and elemental fury with equal mastery. His fingers often twitch, as though they can barely contain the divine energy coursing through him. At his side rests a katana, its blade shimmering with an inner light—the forerunner of the Kusanagi-no-Tsurugi—symbolizing his connection to the mortal realm’s sacred treasures. His every movement is charged with energy, like a gale threatening to burst free, carrying an aura that oscillates between a destructive tempest and a healing rain.
Susanoo, the Shinto god of storms, seas, and chaos, is a deity of duality—both a harbinger of destruction and a figure of redemption. Born from the cleansing rituals of the creator god Izanagi, he is the younger brother of Amaterasu, the radiant sun goddess, and Tsukuyomi, the enigmatic moon god. Unlike his serene siblings, Susanoo embodies the volatile forces of nature, reflecting the tempestuous seas and fierce winds.
Often misunderstood, Susanoo acts with fierce emotion, driven by an innate desire to prove his worth and leave an indelible mark on both the heavens and the mortal world. His early actions, including reckless destruction in Amaterasu’s domain, stem from a deep-seated frustration at being overshadowed by his sister and banished by his father. However, his journey of exile is also one of self-discovery.
In slaying the monstrous Yamata-no-Orochi, Susanoo not only secures his place as a hero in Japanese lore but also demonstrates the transformative power of chaos channeled for good. Through his marriage to Kushinada-hime and his subsequent settlement in Izumo, he seeks to protect and nurture what he once threatened to destroy, symbolizing a balance between fury and compassion.
Susanoo’s ultimate purpose is to embody the untamed forces of nature while reminding humanity of their potential for resilience, growth, and harmony amidst turmoil. His actions, though seemingly impulsive and destructive, often reflect a deeper desire to shape the world and prove the strength that lies in embracing both chaos and order.
Susanoo 5e
Susanoo 3.5
Susanoo, Lord of Tempests and Chaos
Medium Deity (Celestial), Chaotic Neutral
Challenge Rating: 40 (105,000 XP)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 +10 | 24 +7 | 32 +11 | 22 +6 | 26 +8 | 30 +10 |
- Armor Class: 25 (Natural Armor, enhanced by divine aura and control of the storm)
- Hit Points: 1,200 (40d20 + 400)
- Speed: 60 ft., fly 120 ft. (hover), swim 100 ft.
Core Abilities and Traits
Divine Nature
- Magic Resistance: Susanoo has advantage on saving throws against spells and magical effects.
- Immortal Form: When reduced to 0 HP, Susanoo reforms in a storm-ridden location tied to his portfolio after 1d10 days unless permanently banished.
Storm Sovereign (Recharge 5–6)
Susanoo can conjure a devastating storm in a 300-foot radius centered on him, lasting for 10 minutes:
- Lightning Barrage: At the start of each creature’s turn within the storm, they take 20 (4d10) lightning damage on a d6 roll of 4–6.
- Gale Force Winds: Flying creatures must make a DC 27 Strength saving throw or be knocked prone and fall 60 feet.
- Torrential Downpour: The area becomes heavily obscured, extinguishing all exposed flames.
Legendary Resistance (5/Day)
If Susanoo fails a saving throw, he can choose to succeed instead.
Sea and Sky Mastery
Susanoo can control the weather within a 10-mile radius at will, duplicating the effects of the control weather spell without concentration.
Kusanagi-no-Tsurugi (Legendary Artifact)
- Attack: +19 to hit (melee), reach 10 ft.
- Damage: 33 (6d10) slashing + 33 (6d10) lightning
- Special Ability: As a bonus action, Susanoo can release a Thunderous Wave in a 60-foot cone, forcing creatures to make a DC 27 Constitution saving throw or take 50 thunder damage and be knocked prone.
Actions
Multiattack
Susanoo makes three attacks: two with the Kusanagi-no-Tsurugi and one with Thunderous Strike.
Thunderous Strike (Ranged Spell Attack)
- Range: 120 feet
- Attack: +17 to hit
- Damage: 40 (8d10) thunder damage
- Effect: On a hit, the target must succeed on a DC 27 Strength saving throw or be pushed 20 feet.
Tempest Wave (Recharge 5–6)
Susanoo summons a massive surge of water in a 90-foot cone.
- Creatures in the cone must make a DC 27 Strength saving throw or take 60 (12d10) bludgeoning damage and be pushed 30 feet. Creatures that fail are restrained by water tendrils until the end of their next turn.
Legendary Actions
Susanoo can take 3 legendary actions at the end of another creature’s turn, choosing from the following options:
- Swift Gale: Susanoo moves up to 60 feet without provoking opportunity attacks.
- Lightning Strike: A bolt of lightning strikes a target within 120 feet, dealing 22 (4d10) lightning damage.
- Storm Barrier (Costs 2 Actions): Susanoo creates a swirling barrier of wind and lightning around himself until the start of his next turn. All ranged attacks targeting him automatically miss, and creatures within 10 feet take 18 (4d8) lightning damage.
Lair Actions
When within a sacred domain (such as a coastal shrine or stormy sea), Susanoo can use the following lair actions on initiative count 20:
- Raging Tempest: Lightning strikes random points within the lair. Creatures in a 10-foot radius of each strike must make a DC 27 Dexterity saving throw, taking 26 (6d8) lightning damage on a failed save.
- Tidal Surge: Water surges through the lair, creating difficult terrain. Creatures in the water must succeed on a DC 27 Strength saving throw or be restrained until the next lair action.
- Roar of the Storm: Susanoo lets loose a divine roar, forcing all enemies within 120 feet to make a DC 27 Wisdom saving throw or be frightened for 1 minute.
Regional Effects
The region within 10 miles of Susanoo’s presence is marked by his divine influence:
- Permanent Storms: The weather fluctuates between violent storms and eerie calm at Susanoo’s will.
- Raging Seas: Waters are unnaturally turbulent, causing ships to move at half speed.
- Divine Awe: Creatures feel Susanoo’s presence as a subtle pressure in the air. Those who fail a DC 18 Wisdom saving throw are uneasy or terrified while within the area.
Spell List
At-Will Spells
These spells are cast freely as part of his divine essence:
- Thunderwave (Evocation)
- Call Lightning (Evocation)
- Control Water (Transmutation)
- Gust of Wind (Evocation)
- Shape Water (Transmutation)
- Detect Evil and Good (Divination)
- Control Weather (Transmutation) (10-mile range)
3/Day Each
These are powerful spells Susanoo can cast regularly:
- Chain Lightning (Evocation)
- Destructive Wave (Evocation)
- Tidal Wave (Conjuration)
- Wall of Water (Evocation)
- Wind Walk (Transmutation)
- Dispel Magic (Abjuration)
- Freedom of Movement (Abjuration)
- Elemental Bane (Transmutation)
- Sleet Storm (Conjuration)
- Divine Word (Evocation)
1/Day Each
These are Susanoo’s ultimate displays of divine power:
- Storm of Vengeance (Conjuration)
- Tsunami (Conjuration)
- Earthquake (Evocation)
- Wish (Conjuration)
- Sunburst (Evocation)
- Holy Aura (Abjuration)
Mythical Spells
Unique abilities tied to Susanoo’s lore:
- Rending the Storm (2/Day): DC 28 Dexterity save, take 80 (16d10) lightning damage and become blinded (half damage and no blindness on a success).
- Breath of the Orochi (1/Day): Summons a CR 20 water or storm serpent.
- Deity’s Judgment (1/Day): DC 28 Wisdom save, creatures become frightened for 1 minute or take 50 radiant damage.
- Calm Before the Storm (1/Day): Susanoo calms the weather and heals allies (4d8 + 20 HP) within a 1-mile radius for 1 hour.
Divine Reaction Spells
Susanoo can use these as reactions:
- Counterspell (Abjuration)
- Absorb Elements (Reaction to elemental damage)
- Wrath of the Storm (Reaction): 20 (4d8) lightning or thunder damage to a melee attacker.
Strategic Playstyle
Susanoo is a deity of immense chaos and power. His battlefield is the sky, the sea, and the storm itself. He can manipulate the environment, summon devastating weather, and strike with both divine and elemental fury. His spells reflect his mastery over the elements and his chaotic nature, offering not only offensive prowess but also control over the terrain. With legendary actions and the ability to reshape his domain, Susanoo’s battle tactics center around overwhelming foes with environmental hazards and raw divine might, forcing his enemies into submission or annihilation.
Susanoo, Lord of Storms and Tempests
Susanoo, (Susa-no-O-no-Mikoto; also romanized as Susano’o, Susa-no-O, and Susanowo) in Shinto is the god of the sea and storms.
Susano’o is the brother of Amaterasu, the goddess of the sun, and of Tsukuyomi, the god of the moon. All three were spawned from Izanagi, when he washed his face clean of the pollutants of Yomi, the underworld. Amaterasu was born when Izanagi washed out his left eye, Tsukuyomi was born from the washing of the right eye, and Susano’o from the washing of the nose.
Susano’o is curiously also known as “Susanowa”, although that may be an incorrect transcription of the name. He is infamous for his connotations as the god of evil and serpents and having been thought to cause storms, having dominion over the sea.
Sources tell of long-standing rivalry between Susano’o and his sister. When he was to leave Heaven by orders of Izanagi, he went to bid his sister goodbye. Amaterasu, suspicious, proposed a challenge on the Spot: each of them was to transform an object of the other’s into people. Amaterasu created three women from Susano’o’s sword while he created five men from her necklace. Claiming the men were hers because they were born of her necklace, Susano’o destroyed her rice fields, hurled a flayed pony at her loom, and killed one of her attendants in a fit of rage. Amaterasu, in fury and grief, hid inside Ama-no-Iwato, the “heavenly rock cave”, thus effectively hiding the sun for a long period of time.
Though she was persuaded to leave the cave, Susano’o was punished by being banished from Heaven. He descended to the province of Izumo, where he met an elderly couple. Seven of their eight daughters had been devoured by the eight-headed serpent Yamata-no-Orochi and it was about to come for the eighth, Kushi-inada-hime. After the couple promised their daughter’s hand in marriage to Susano’o, he agreed to slay Orochi. With the aid of eight bowls of sake (one for each head), Susano’o decapitated the monster once it had fallen asleep.
From one of Orochi’s tails, Susano’o pulled out a sword, which he named Ame-no-Murakumo-no-Tsurugi (“Heaven’s Cloud-Gathering Sword”), later known as the Kusanagi-no-Tsurugi. The sword was presented to Amaterasu as a reconciliation gift and was later given to her descendant Ninigi along with the Yata-no-Kagami (a mirror) and magatama (sacred jewels) as proof of his divine right to rule.
Izumo
While Amaterasu is enshrined at Ise Shrine, Susano’o is enshrined in Izumo, where he descended when banished from heaven. Izumo is home to the oldest shrines in Japan and is held in the same regard as the most sacred shrine in Japan, Ise Shrine.
Roleplaying Notes
Originally Posted by
RAGNAROKISCOMING2007 of the Wizards Community forums.
Susanoo
Susa-no-O-no-Mikoto, Susa-no-O, Susanowo, Raging Storm
Symbol: Murakumo planted in a storm cloud or Kusanagi brimming in lightning
Home Plane: The Palace of Storms
Alignment: Chaotic Good
Portfolio: chaos, rain, storms, thunder, serpents
Worshippers: samurai, clerics, barbarians, rangers, good dragons
Cleric Alignment: CN, CG
Domains: chaos, good, storm, ocean
Favoured Weapon: nodachi (kusanagi) and pronged sword(murakumo)
Susanoo | |
Divine Rank | 17 |
medium outsider (chaotic ,good, extraplanar) | |
HD | 25d10 (samurai)+ 275 + 20d8(ranger)+ 220 + 20d8(monk)+ 220 (1285 hp) |
Initiative | +21(13 + 8 Superior Initiative) |
Speed | 60ft. |
AC | 98 (+20 Dexterity +16 deflection bonus +0 size +17 DvR+ 20 natural+4 monk) touch armor 61 flat-footed 72 |
BAB/ Grapple | +65/+80 |
Attack | + 8 nodachi (Murakumo)+96(4d8 +65 + 3d6 electric/17-20/x3 +9d6 electric), + 8 pronged sword (Kusanagi)+110(5d8+ 65+ 3d6 electric/18-20/x3 + 9d6 electric), unarmed+85(5d6+ 55), or + 60 ranged touched |
Full attack | + 8 nodachi (Murakumo)+96/+91/+86/+81/+76(4d8 +65 + 3d6 electric/17-20/x3 +9d6 electric), + 8 pronged sword (Kusanagi) +110/+105/+100/+95 (5d8+ 65+ 3d6 electric/18-20/x3 + 9d6 electric), unarmed+85/+85/+85/+80/+75/+70 (5d6+ 55), or + 60 ranged touched |
Space/reach | 5ft/5ft |
Special attacks | Alter Reality, domain powers, spell-like abilities, salient divine abilities, travel, favored enemy( dragons), kiai smite20/day, stare down, mass stare down, ki strike(adamantine), quivering palm, flurry of blows |
Special qualities | Darkvision 120ft, DR 40/ epic and adamantine, fast healing 32, Frightful Presence, Divine aura (DC 43, 17 miles), divine immunities, a resistance, immortality, Spell Resistance, acid resistance 37, fire resistance 37, fast movement, still mind, purity of body, wholeness of body, diamond body, diamond soul, slow fall(any distance), timeless body, empty body, perfect self, SR 81 |
Saves | fort+66, ref+77, will+61 *Susanoo receives a +17 bonus on all saving throws |
Abilities | Strength 43 Dexterity 50 Constitution 33 Intelligence 35 Wisdom 37 Charisma 42 |
Skills | appraise+68, balance+88, bluff+66, Climb+73, concentration+90, craft+75, diplomacy+82, handle animal+80, heal+66, intimidate+70, jump+92, knowledge (arcana) +83,knowledge (nature)+77, listen+68, speak language+76, spellcraft +61, survival+75, swim+66, tumble+80, Wilderness Lore+80 |
Feats | Acrobatic, Agile , Alertness, Animal Affinity, Athletic, Combat Expertise, improved disarm, Improved Trip, Whirlwind Attack , Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Power Attack, Cleave, Great Cleave, weapon proficiency (nodachi), weapon proficiency(pronged sword) , Weapon Focus (nodachi), Weapon Specialization (nodachi), Weapon Focus (pronged sword), Weapon Specialization (pronged sword), Greater Weapon Focus (nodachi), greater weapon specialization (nodachi), Greater Weapon Focus (pronged sword), greater weapon specialization (pronged sword) |
Epic feats | Blinding Speed, Improved Combat Reflexes, Improved Ki Strike, improved Stunning Fist, Improved Whirlwind Attack , Superior Initiative, Epic Weapon Focus (nodachi), Epic Weapon specialization (nodachi), Epic Weapon Focus (pronged sword), Epic Weapon Specialization (pronged sword), |
Environment | The Palace of Storms or Izumo |
Organization | unique |
CR | 71 |
Treasure | quadruple standard, Kusanagi ,Murakumo, crown of Orochi |
Alignment | chaotic good |
Storm clouds gather in the sky overhead. Seconds later, a huge flash of lightning strikes the ground. Just then you see a tall Japanese man with long, wild, black hair. He is handsome and dressed in platinum samurai armor of elaborate design. Upon his head rests a crown of peculiar-shaped horns. In his hand, he holds a massive pronged sword. This is no doubt, Susanoo, the god of chaos and storms.
Susanoo is known for his rages. It was because of his rage that he was banned from Tengoku, the Japanese heaven. He is the brother of Amaterasu, the Sun Goddess, and Tsukiyomi, the God of the Moon. Long before he was exiled, Susanoo was probably the must respected out of all deities. One thing, however, ruined his good image. It was his rage. Whenever things didnt go his way he flew into a rage, destroying anything in site. For this, Izanagi ordered Susanoo to leave Tengoku until he could control his anger. Susanoo flew into an incredible rage. He hurled lightning across the heavens, killing good creatures and deities alike. Only Amaterasu had enough power to push him out of heaven. She succeeded in stripping Susanoo of his divine power and hurled him to earth . Ashamed of her brother, she retreated to a cave and hid herself, putting the world in darkness.
Years later, she emerged from the cave and brought light to the world once more. Meanwhile, stripped of his powers, Susanoo roamed the earth performing good deads trying to get Amaterasu to forgive him. It would be many years before Susanoo performed his greatest deed, saving a princess and slaying Orochi. He battle this creature for 8 days and finally slayed the evil serpent. From its tail he pulled out the Kusanagi. Amaterasu finally accepted her brother, and gave him his divine powers back. However, he could not return to Tengoku because the other deities did not trust him. But Amaterasu managed to get the deities to allow him to visit whenever he wanted. He now resides in Limbo in his Palace of Storms. Whenever Tengoku is in trouble, he is there to lend a hand.
Divine abilities
Alter Reality: Susanoo’s divine power grants him the following benefits:
Susanoo can use the wish spell to duplicate any spell or supernatural effect related to his portfolio. This ability costs Susanoo no XP, and requires a standard action to implement. Susanoo can use Alter Reality to cast any cure spell at will as a standard action. Susanoo has unrestricted access to the Alter Size salient divine ability.
Immunities: Susanoo is immune to polymorphing, petrification, or any other attack that alters his form. He may change his own form, though. She is immune to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She is immune to electricity and sonic energy.
Susanoo is also immune to disease, poison, stunning, sleep, Paralysis, death effects, and disintegration, as well as, banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, Temporal Stasis, Trap the soul, and turning and rebuking.
Domain powers: Susanoo can use any domain power 17 times per day as a 17th level caster.
- Chaos-Susanoo can cast chaos spells at +1 caster level.
- Good-Susanoo can cast good spells at +1 caster level.
- Ocean- Susanoo can breath under water.
- Storm-electric resistance 5.
Divine Aura (Ex): Susanoos mere presence can deeply affect mortals and beings of lower divine rank. Susanoos divine aura extends 17 miles around him. Susanoo chooses the size of the radius and can change it as a free action. If Susanoo chooses a radius of 0 feet, his aura power effectively becomes non-functional.
Susanoo can make his own worshipers, beings of his alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until he dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the auras radius. Susanoo can choose from the following effects each round as a free action:
- Daze: Affected beings just stare at Susanoo in fascination. They can defend themselves normally but can take no actions.
- Fright: Affected beings become shaken and suffer a 2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Susanoo makes them frightened, and they flee as quickly as they can, although they select the path of their flight.
- Resolve: Susanoo’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while his foes receive a 4 morale penalty on attack rolls, saves, and checks.
All divine aura effects are mind-affecting abilities. Mortals and other deities of lower rank can resist the auras effects with successful Will saves; the DC is 43. Susanoo is immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against Susanoos aura becomes immune to that aura power for one day.
Travel: Susanoo can use greater teleport as a spell-like ability at will, as the spell cast by a 20th-level character, except that he can transport only himself and up to 1700 pounds. Susanoo can also use greater planeshift as a spell-like ability at will, as the spell cast by a 20th-level character, except that he can only transport himself and up to 100 pounds of objects.
Immortality: Susanoo is naturally immortal and cannot die from natural causes. He does not age, and he does not need to eat, sleep, or breathe. He is not subject to death from massive damage. The only way for Susanoo to die is through special circumstances, usually by being slain in magical or physical combat. He risks permanent destruction if slain on his home plane and if the attacker succeeds in a rank check. Otherwise, he reforms within hhis divine realm after one year per hit die.
Other Divine Powers
Susanoo automatically receives a 20 on any attack roll, check, or save. Susanoo inflicts the maximum possible numeric value for all attacks and effects. Susanoo and does not treat the roll of a 1 on a d20 as an automatic failure.
Senses- Susanoo can see, hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for up to 17 hours.
Portfolio Sense: Susanoo senses all storms, serpents, and any event involving one of chaotic alignment, the instant it happens and 17 weeks into the past and the future.
Automatic Actions: Susanoo can take any free action if the DC for the task is 30 or lower. He can perform up to 20 such free actions each round.
Create Magic Items: Susanoo can create any kind of magic item.
Combat: Susanoos natural weapons and any weapon he wields are treated as epic , good, and adamantine weapons for the purpose of overcoming damage reduction.
Spell-Like Abilities: Susanoo can use any domain spell he can grant as a spell-like ability at will. His effective caster level for such abilities is 65. Susanoo receives a +17 bonus on all his caster level checks. The saving throw DC for such abilities is 53 + the spell’s level.
At will- detect law, detect evil, protection from law, protection from evil, invisibility purge, alter self, chaos hammer, clairaudience/clairvoyance, cure critical wounds, dispel evil, dispel law, freedom of movement, fly, protection from evil, protection from law, magic circle against evil, magic circle against law, wind wall, word of chaos, cloak of chaos, greater dispel magic, chain lightning, heal, bull’s strength, cat’s grace, banishment, control weather, Ball Lightning
6/day-storm of vengeance
Salient Divine Abilities: Alter Form, Alter Reality , Alter Size, Clearsight, Divine Battle Mastery, Call Creatures (good dragons), Clearsight, Divine Battle Mastery, Divine Blast, Divine Fast Healing, Divine Shield, Divine Storm, Energy Burst(electric), Energy Storm (electric), Shiftform, Stride, Wave of Chaos, The Storm That Shook The Earth(SDA), Bolt of Susanoo(SDA), Storm of Fury(SDA)
The Storm That Shook The Earth(SDA): Susanoo stabs his sword into the ground with great force raising bolts of lighting from the ground. The ability deals 30d8 damage. Half the damage is electric the other is divine. In lightning bolts spread out in a 120ft. radius. Reflex DC is equal to 15+ ½ HD +Charisma bonus. If successful the victim takes half damage. Can be used 10/day every 1d6 rounds.
Chaos Bolt of Susanoo(SDA): Susanoo gathers divine energy in his hand and launches it at his foe in the form of a bolt. It deals 20d8 divine damage. Reflex DC is equal to 15+ ½ HD +Charisma bonus(63). If successful the victim takes half damage. Evil foes hit by this bolt must then succeed on a will save (DC (58) 10+ ½ HD+ Charisma bonus) or their alignment switches to chaotic good and they become fanatic followers for Susanoo. This effect lasts until the end of the battle or until the creature dies. After the effects wear off at the end of the battle, the effected creature must succeed a fortitude save (DC (58) 10+ ½ HD + Charisma bonus) or die. Can be used 17/day every 1d8 rounds.
Storm of Fury(SDA): Susanoo forms a storm cloud overhead. He stands upon it and hurls bolts of lightning at his victims. Reflex DC (10+ ½ HD) (42) (no damage). He hurls 10 bolts per round for 5 rounds which means the victim must succeed on 10 reflex saves. Each bolt deals 3d8 points of divine damage. Can be used 10/day every 2d6 rounds.
Equipment:
Murakumo : This sword appears as a nodachi with a handle that has a platinum dragon design coiling around it. This is a + 8 lightning blast, keen, mighty cleaving, speed nodachi. This sword deals 96 points of damage plus 3d6 lightning damage (or triple that on a critical hit). also Susanoo can also release a wave of lightning bolts in a 60ft cone dealing 20d6 points of electric damage. Reflex DC (50) (10+ ½ HD + 8 enhancement bonus) half damage. (major artifact)
Kusanagi : Susanoo pulled this sword from the tail Orochi, an 8 headed dragon. This sword appears a greatsword with a 4 prongs jutting out of both sides. The handle appears as a collection of 8 draconic tails twisted to form a handle. This is a +9 lightning blast, keen, mighty cleaving, surestriking pronged sword. It deals 110 points of damage plus 3d6 lightning damage (or triple that on a critical hit). It has the ability to kill dragons or other reptilian creatures instantly if they fail a will save(DC (58) 10+ ½ HD+ Charisma bonus), this ability comes into effect on every successful critical hit. The prongs on the sword can also shoot rays of energy.(1 at a time) Susanoo can control which one to use. Using this ability counts as a full action. Reflex DC (10+ ½ HD) (42) (no damage). (major artifact)
- -red ray- 60ft line of 10d8 fire damage
- -blue ray- 60ft line of 10d8 electric damage
- -green ray- 60ft line of 10d8 acid damage
- -white- 60ft line of 10d8 holy damage
- -black- 60ft line of 10d8 unholy damage
- -golden-brown- 60ft line of 10d8 earth(bludgeoning) damage
- -light blue- 60ft line of 10d8 cold damage
- -wind ray- 60ft line of 10d8 wind(slashing) damage
Crown of Orochi: this item appears to be made of 8 antlers when in actuality they are the horns of Orochi. When Susanoo wears this crown he gains a +20 sacred bonus on Animal Affinity, Diplomacy, Handle Animals, Intimidate , and Ride (Dexterity)skill checks when dealing with dragons.(minor artifact)
Currently in the World
Susanoo’s Eternal Storm
The sky darkens, churning with heavy clouds as Susanoo strides along the windswept shore of Izumo. His cloak of thunder and mist ripples in the storm he summons, the air alive with the scent of salt and lightning. Though his days in Takamagahara, the High Plain of Heaven, are long behind him, the memories linger—of banishment, humiliation, and the fiery gaze of his sister, Amaterasu, as he tore through her fields in a tempest of rage. Even now, the echoes of his youthful defiance drive him forward.
But Susanoo is no longer the reckless god who was cast out. He is a god tempered by purpose, forged through exile and redemption. His blade, once wielded to sever the heads of the Yamata-no-Orochi, remains sharp, not just as a weapon but as a symbol of transformation. When he discovered the sacred sword within the serpent’s coils, it marked a turning point—a realization that even chaos could bring forth treasures of untold power.
For centuries, Susanoo roams the earth, his storms shaping the lands and seas. Through his travels, he witnesses the rise and fall of kingdoms, the birth of empires, and the unyielding persistence of humanity. In the lands of the east, he watches as rice fields spread across the plains, their orderly rows a striking contrast to his untamed nature. Despite himself, Susanoo feels a flicker of pride; these are the people he protects, even from afar.
The Middle Ages: Watching Over the Seas
By the 9th century, Susanoo finds himself drawn to the seas more than ever. Japan’s shores hum with life, as merchants and warriors ply the waters, their ships bearing silk, steel, and tales of far-off lands. Susanoo walks unseen among fishermen in rugged coastal villages, guiding them through tempests, his voice a whisper in the howling wind. He admires their resilience; they face his storms not with fear, but with determination.
As the Mongol invasions loom in the 13th century, Susanoo feels a surge of fury. Foreign fleets darken the horizon, threatening to subjugate the islands under their iron yoke. The god calls upon his storms, conjuring the kamikaze, divine winds, to protect the land of his birth. Twice the fleets are shattered, their ships swallowed by waves. Yet Susanoo’s intervention is not without cost; he feels the weight of lives lost to the seas, both invader and defender alike. His storms, though divine, are merciless.
1450s: A Changing World
By the 15th century, Susanoo observes a world in flux. Japan is embroiled in the chaos of the Ōnin War, and the feudal lords, or daimyō, tear the country apart in their struggle for power. The storm god feels a pang of familiarity; the land mirrors his own tumultuous nature. Yet he cannot let the islands fall to ruin. His desire to protect humanity burns brighter than ever, though his methods remain as unpredictable as the tempest.
In this age of samurai and strategy, Susanoo walks among the warlords in disguise, appearing as a wandering ronin. His eyes, storm-lit and unyielding, inspire awe and unease. To those who honor their people and fight for justice, he grants favorable winds and rains to nourish their crops. To the cruel and greedy, he unleashes his fury, leveling fortresses with floods and shattering armies with thunderous gales.
Susanoo’s goal is clear: to teach humanity that true strength lies not in domination, but in harmony with the forces of nature and one another. He sees potential in the chaos of the warring states, a reflection of his own journey. If they can endure, they too might find redemption and unity.
Desires and Legacy
Deep within, Susanoo desires recognition—not as the unruly god who tore through heaven, but as a protector who tempers the chaos of the world. His storms, though fierce, are a reminder of nature’s might, a challenge to humanity to rise above adversity.
As the 15th century closes, Susanoo stands atop a craggy cliff, gazing over the restless sea. He knows the centuries ahead will bring more storms—political, natural, and spiritual. But he also knows that his presence endures, in every gust of wind and crash of thunder, in every ship that braves the waves and every farmer who prays for rain.
Though the storms rage on, Susanoo remains a part of them—a god of fury and redemption, watching over the ever-changing tapestry of the mortal world, guiding it toward balance through the trials of chaos.