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Goddess, Sedna (Mother of the Sea, Mistress of the Deep)

Sedna
Midjourney
  • Pantheon: North American Pantheon
  • Deity Title: Mother of the Sea, Mistress of the Deep
  • Deity Symbol: An open clam shell or a seal with a fish in its mouth
  • Home Plane: Material plane/ Beastlands, Adlivun
  • Deity Level: 20
  • Alignment: Neutral Good
  • Aliases: None
  • Superior: Unknown
  • Traditional Allies: Other North American Deities of nature, animals, hunting and the sea, such as the trickster Coyote, the thunderbird and the wolf.
  • Traditional Foes: Deities associated with cold, winter, ice and darkness.
  • Divine Artifact: The Harpoon of Sedna, a powerful harpoon made of gold and adorned with pearls and precious stones, capable of controlling the sea and marine life.
  • Servants: Sea serpents, merfolk, sea nymphs.
  • Servitor Creatures: Seal, whale
  • Sacred Animal: Seal, whale
  • Manifestations: Strong currents, sudden storms at sea, miraculous saves from drowning.
  • Signs of Favor: Finding a rare and valuable catch of fish, survival against impossible odds at sea.
  • Worshipers: Fisherfolk, sailors, whalers, sea hunters.
  • Cleric Alignments : Neutral Good, Neutral
  • Specialty Priests: Sea Priests, Mariner Clerics
  • Holy Days: Winter solstice, full moon ceremonies, on days of important fishing expeditions.
  • Portfolio: Sea, Fisherfolk, Sea creatures, Hunting.
  • Domains: Animal, Community, Water
  • Favored Weapon: Harpoon
  • Favored Class: Cleric, Druid, Ranger
  • Favored Race: Humans, Half-Orcs, Dwarves, Merfolk
  • Duties of the Priesthood: Protecting fishermen and sailors, ensuring bountiful harvests of sea life, mediating disputes between fishermen, preserving the balance between humans and sea creatures.
  • Major Cult/Temple Sites: Coastal fishing villages, harbors, sea caves and grottoes.
  • Benefits: Those who worship Sedna are granted safe passage over the sea, good luck on fishing expeditions, and the protection and blessings of the sea creatures under her control.

Sedna is a strong and determined goddess, who will stop at nothing to protect her charges. Her love for all creatures of the sea is so great that she is willing to put herself in harm’s way if it means keeping them safe. Despite her fierce determination, Sedna is also a wise and compassionate goddess who recognizes the delicate balance between the sea and those who depend on it for survival.

Sedna is often depicted as a beautiful, regal figure with flowing hair, typically made of seaweed or kelp. Her skin is a deep blue, representing the depths of the ocean, and her eyes are a bright green or blue, shining like the sun reflecting on the water. She is often shown wearing a cloak of sealskin and carrying a harpoon, symbolizing her mastery over the sea creatures that she holds so dear.

She is tall and statuesque, with a confident bearing that exudes both power and grace. Her movements are slow and deliberate, reflecting the constant ebb and flow of the tides. When she speaks, her voice is low and soothing, like the sound of the ocean’s waves.

Her physical appearance embodies her connection to the sea and the life that thrives within it. She is a powerful and majestic figure, and her presence inspires awe and respect in those who behold her.

Sedna is an important part of Inuit mythology and is often referenced in tales and legends that tell of her bravery and compassion. In these stories, Sedna is often depicted as a young girl who is married to a sea-creature or a powerful spirit of the sea. Despite her difficult life, Sedna remains resolute in her determination to care for all creatures of the sea, and is known to be fiercely protective of her charges.

In her role as the goddess of the sea, she is also responsible for overseeing the souls of the dead who dwell in Adlivun, a frozen sea area of the Beastlands. Here, Sedna acts as a guide, helping the spirits of the departed make their way to the afterlife.

She is a powerful and imposing figure, standing tall with broad shoulders and a commanding presence. Her hair is long and black, cascading down her back in thick waves, and her skin is a deep, rich brown. She has piercing eyes that seem to see into the very soul of those who look upon her, and her movements are graceful and deliberate. She wears a cloak of furs and feathers, adorned with intricate beadwork and symbols of her power and authority.

Her fingers are adorned with rings of silver and gold, and around her neck hangs a necklace of shells and stones, each with its own special significance. Despite her fearsome reputation, there is a serene and otherworldly quality to her presence, as if she is connected to the very forces of nature themselves.

In conclusion, Sedna is a powerful, compassionate and determined goddess who values the health and well-being of all sea creatures and those who rely on the sea for their livelihood. She is committed to maintaining a healthy and balanced ecosystem and will stop at nothing to protect her charges. To those who worship her, Sedna represents hope, protection, and guidance, and is an important part of their spiritual and cultural heritage.

Sedna, Mother of the Sea, Mistress of the Deep

Sedna, Mother of the Sea, Mistress of the Deep
Midjourney

Medium celestial, lawful neutral

Armor Class: 22 (natural armor)

Hit Points: 500 (40d8 + 300)

Speed: 30 ft., swim 60 ft.

STRDEXCONINTWISCHA
30 (+10)14 (+2)30 (+10)20 (+5)28 (+9)30 (+10)

Skills: Perception +19

Damage Immunities: cold, psychic

Condition Immunities: charmed, frightened

Senses: truesight 120 ft., passive Perception 29

Languages: all, telepathy 120 ft.

Challenge: 25 (75,000 XP)

Amphibious. Sedna can breathe air and water.

Magic Resistance. Sedna has advantage on saving throws against spells and other magical effects.

Magic Weapons. Sedna’s weapon attacks are magical.

Legendary Resistance (3/day). If Sedna fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Sedna can use her Frenzy Attack. She then makes three harpoon attacks or two slam attacks.

  • Frenzy Attack. Sedna can enter a frenzy, gaining an additional action on each of her turns. While frenzied, she has disadvantage on attack rolls made against her.
  • Harpoon. Melee or Ranged Weapon Attack: +19 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
  • Slam. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage.
  • Tail Slap. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

Spells

Sedna can cast any spell from the following domains: Life, Nature, Tempest, Trickery, War. She has access to all spells in these domains and can cast them without preparing them in advance.

Legendary Actions

Sedna can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Sedna regains spent legendary actions at the start of her turn.

  • Attack. Sedna makes one harpoon or slam attack.
  • Move. Sedna moves up to her speed without provoking opportunity attacks.
  • Command Water. Sedna causes water in a 120-foot cube within range to surge and crash, potentially capsizing ships or washing away creatures. Creatures in the area must make a DC 27 Strength saving throw or take 45 (10d8) bludgeoning damage and be knocked prone. Ships in the area must succeed on a DC 27 Dexterity saving throw or be capsized.

Lair Actions

On initiative count 20 (losing initiative ties), Sedna can take a lair action to cause one of the following effects:

  • Frigid Blast. Sedna can release a blast of freezing wind from her blowhole. Each creature in the lair must make a DC 27 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
  • Tidal Wave. Sedna can cause a tidal wave to crash through the lair. Each creature in the lair must make a DC 27 Dexterity saving throw or take 45 (10d8) bludgeoning damage and be knocked prone.

Legendary Lair Actions

Sedna can take 3 legendary lair actions, choosing from the options below. Only one legendary lair action can be used at a time, and only at the end of another creature’s turn. Sedna regains spent legendary lair actions at the start of her turn.

  • Water Manipulation. Sedna can move up to 120 feet of water in any direction within her lair.
  • Healing Water. Sedna can heal herself or any creatures she chooses within her lair, restoring 100 hit points.

Regional Effects

The region around Sedna’s lair is affected by her presence, creating the following effects:

  • Severe weather. The weather around Sedna’s lair becomes extreme, with strong winds, heavy rain, and snow.
  • Magical storms. Spells and magical effects that create or manipulate water are intensified in the area around Sedna’s lair, causing them to be more potent and harder to resist.
  • Abundant sea life. The waters around Sedna’s lair teem with fish and other sea creatures, providing a bountiful harvest for fishermen and other aquatic creatures.

Note: Sedna is a deity in Inuit mythology, and her depiction and abilities may vary depending on the source material. This stat block is a representation based on common depictions and is not intended to be an official or definitive version.

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