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Lir, God of the Sea

Lir is a mythical Irish sea god known for his association with the sea, shape-shifting abilities, and depiction as a powerful figure with control over the ocean’s tides and waves.

  • Pantheon: Celtic Pantheon
  • Deity Title: Lir, God of the Sea
  • Deity Symbol: A wave cresting on a rocky shore
  • Home Plane: The depths of the ocean
  • Deity Level: Intermediate
  • Alignment: Neutral
  • Aliases: Llyr, Ler, Lirion
  • Superior: None
  • Traditional Allies: Other sea deities, such as Manannan Mac Lir and Tethra
  • Traditional Foes: Storm gods, sea monsters, and anyone who seeks to harm the ocean or its creatures
  • Divine Artifact: Anchor of Lir: A massive anchor that represents the stability and steadfastness of the sea. It could be used as a powerful weapon or to create a defensive shield for Lir and his allies.
  • Servants: Merfolk, selkies, and other sea creatures
  • Servitor Creatures: Giant squids, sea serpents, and other fearsome creatures of the deep
  • Sacred Animal: Dolphins
  • Manifestations: The sound of crashing waves, the smell of saltwater, and the appearance of sea creatures in unexpected places
  • Signs of Favor: Calm seas, bountiful catches for fishermen, and the appearance of sea treasures
  • Worshipers: Fishermen, sailors, merchants, and anyone who lives or works near the sea
  • Cleric Alignments: True Neutral, Neutral Good, Lawful Neutral
  • Specialty Priests: Oceanographers, marine biologists, and other scientists who study the sea
  • Holy Days: The Summer and Winter Solstices, as well as the first day of each season
  • Portfolio: The sea, the tides, shape-shifting, and the creatures of the ocean
  • Domains: Water, Ocean, Animal, Plant
  • Favored Weapon: Trident
  • Favored Class: Druid
  • Favored Race: Merfolk, selkies
  • Duties of the Priesthood: Protecting the ocean and its creatures, performing rites and rituals to appease Lir, and educating others about the importance of preserving the sea
  • Major Cult/Temple Sites: The Isle of Inis Mór in Ireland, the Temple of Lir in Atlantis, and the underwater city of Ys in Brittany
  • Benefits: Followers of Lir gain the ability to breathe underwater, can communicate with sea creatures, and are protected from storms and other dangers of the ocean. They also have access to powerful spells that manipulate water and shape-shifting abilities that allow them to take on the form of sea creatures.

Lir, the mythical Irish sea god, is a majestic and enigmatic figure who commands the seas with unrivaled power. As a shape-shifter, he can take on various forms, from a gentle mist to a formidable storm, making him a force to be reckoned with. His presence is awe-inspiring, as he effortlessly controls the tides and waves, bringing life-giving fertility to the shores or unleashing destructive storms upon the seas.

He is a complex character with a multifaceted personality. He exudes strength and mystery, with an air of wisdom and aloofness that draws both fear and reverence from those who encounter him. He is known to be fair but unpredictable, sometimes bestowing blessings upon sailors and fishermen, and other times testing their mettle with tempestuous challenges.

One of His primary motivations is his connection to the sea and his role as a guardian of its natural balance. He seeks to maintain the delicate equilibrium of the ocean’s ecosystem, ensuring that life thrives in its waters. He is also deeply protective of the sea and its creatures, fiercely defending them against any threats that may arise.

Beyond his guardianship of the sea, Lir is also known as the father of the legendary “Children of Lir.” He deeply loves his children and is committed to their well-being, despite facing challenges and obstacles in their lives. Lir’s heartbreak and sorrow over the fate of his children is often reflected in the storms and tumultuous seas that he creates, mirroring his emotions as he grapples with his own personal struggles.

In his quest to maintain the balance of the sea and protect his children, His actions are guided by a sense of duty and responsibility. He strives to achieve harmony in the natural world and ensure the survival and happiness of his offspring. However, his enigmatic nature and mercurial temperament make him an enigmatic and unpredictable character, with motives and actions that may not always be easily understood.

He is often depicted as a towering figure with a muscular build and long hair. He has piercing blue eyes that seem to glow with an otherworldly power, and his skin glistens like the sea in the sunlight. Lir is said to possess the ability to shape-shift, constantly taking on the form of a powerful waves or a fierce sea creatures. He is revered as a god of the sea, with the power to control the tides and waves at his command.

In summary, Lir is a mythical Irish sea god who commands the seas with his shape-shifting abilities and controls the tides and waves. He is a complex character with a sense of duty and responsibility towards the sea and his children, but also possesses an unpredictable and enigmatic nature. Lir’s story is one of power, mystery, and the eternal struggle to maintain balance in the natural world.

Lir, God of the Sea

30 (+10)30 (+10)30 (+10)30 (+10)30 (+10)30 (+10)

Armor Class: 35 (natural armor) Hit Points: 1000 (50d20 + 500) Speed: 60 ft., swim 120 ft.

Skills: Arcana +30, Athletics +30, History +30, Nature +30, Perception +30, Religion +30 Senses: Truesight 120 ft., passive Perception 40

Legendary Resistance (5/day): If Lir fails a saving throw, he can choose to succeed instead.

Amphibious: Lir can breathe air and water.

Shape-Shifting: Lir can take the form of any creature native to the sea, and can remain in this form indefinitely.

Divine Regeneration: He regains 50 hit points at the start of his turn if he has at least 1 hit point remaining.

Divine Presence: Lir’s godly presence is felt by all creatures within 1 mile of him. Creatures of Lir’s choosing within this area gain advantage on all saving throws and attack rolls. Additionally, any creature that starts its turn within this area must make a DC 30 Wisdom saving throw or become frightened for 1 minute.


Multiattack: He can use his Frightful Presence. He then makes his attacks: one with his Anchor or two with his tentacles.

  • Anchor’s Wrath: Lir raises the Anchor of Lir high into the air and slams it down onto the ground, unleashing a massive shockwave of water and wind that rips through the surrounding area. All creatures within a 60-foot radius must make a DC 25 Strength saving throw or take 10d10 bludgeoning damage and be knocked prone. On a successful save, creatures take half damage and are not knocked prone. Additionally, the area around Lir is transformed into difficult terrain for 1 minute as water and debris are thrown into the air. This ability can only be used once per day.
  • Tentacles: Melee Weapon Attack: +30 to hit, reach 20 ft., one target. Hit: 40 (6d8 + 10) bludgeoning damage. If the target is a creature, it is grappled (escape DC 30). Until this grapple ends, the target is restrained, and Lir can’t use his tentacles on another target.
  • Frightful Presence: Each creature of Lir’s choice within 120 feet of him and aware of him must succeed on a DC 30 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Lir’s Frightful Presence for the next 24 hours.

Legendary Actions: Lir can take 3 legendary actions per turn, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Lir regains spent legendary actions at the start of his turn.

  • Call the Kraken: Lir calls forth a kraken from the depths of the sea. The kraken arrives on Lir’s next turn and acts as an ally of Lir. The kraken remains for 1 hour or until it or Lir is slain.
  • Whirlpool: Lir creates a whirlpool in a body of water within 120 feet of him. Each creature within 60 feet of the whirlpool must succeed on a DC 30 Strength saving throw or take 60 (10d10) bludgeoning damage and be pulled 20 feet towards the center of the whirlpool.
  • Storm Surge: Lir summons a massive wave that slams into his enemies. Each creature within 120 feet of Lir must succeed on a DC 30 Strength saving throw or take 60 (10d10) bludgeoning damage and be knocked prone.

Spellcasting: Lir is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 30, +22 to hit with spell attacks). Lir has the following cleric spells prepared:

  • Cantrips (at will): guidance, light, mending, resistance, thaumaturgy
  • 1st level (4 slots): create or destroy water, detect evil and good, fog cloud, sanctuary
  • 2nd level (3 slots): augury, hold person, tidal wave
  • 3rd level (3 slots): call lightning, control water, water breathing
  • 4th level (3 slots): freedom of movement, giant insect, locate creature
  • 5th level (3 slots): commune, contagion, control winds
  • 6th level (2 slots): conjure fey, heal
  • 7th level (2 slots): etherealness, plane shift
  • 8th level (1 slot): earthquake, tsunami
  • 9th level (1 slot): foresight, storm of vengeance

Divine Artifacts

Anchor of Lir Weapon (maul), legendary (requires attunement by a creature of divine origin)

Damage: 2d10 bludgeoning Properties: Heavy, two-handed, reach, special


  • Defensive Shield: As an action, you can plant the Anchor of Lir into the ground to create a magical shield that protects you and your allies. The shield has an AC of 25 and can absorb up to 150 points of damage. The shield lasts for 1 minute or until it is destroyed.
  • Sea’s Fury: When you hit a creature with the Anchor of Lir, you can choose to unleash a blast of water and wind that deals an additional 2d10 bludgeoning damage to the target and all creatures within 10 feet of it. Additionally, any creatures within 20 feet of the target must make a DC 20 Strength saving throw or be knocked prone.

Note: You can adjust the damage and properties of the Anchor of Lir to fit the power level of your campaign.

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

  • A powerful wave washes over the battlefield, forcing all creatures within 120 feet of Lir to make a DC 30 Strength saving throw or be knocked prone.
  • Lir summons a group of giant sea creatures, such as krakens or sea serpents, to fight alongside him for 1 minute.
  • The water around Lir’s lair becomes turbulent, causing all movement to be difficult terrain for 1 minute.

Regional Effects: The region surrounding Lir’s underwater palace is subject to the following magical effects:

  • The sea creatures in the area are friendly to Lir and his allies, and hostile to his enemies.
  • The ocean currents and tides are under Lir’s control, allowing him to move through the water effortlessly and granting him advantage on all attacks made while swimming.
  • The air and water in the region are calm and peaceful, granting creatures within 1 mile of the palace advantage on all Wisdom (Perception) checks.
  • The region’s coastlines are teeming with sea life, and fish are plentiful.
  • The sea in the region is home to powerful sea monsters, which are attracted to the worship of Lir and may act as his agents.

Challenge Rating: 35

Celtic Age Roleplaying the Myths, Heroes and Monsters of the Celts

Llyr (18th  Level Coraiocht /12th Level Celtic druid)
SizeMedium  Greater God
Hit Dice25d10  + 12d8 + 120 Hit Points: 349
Initiative+7 (+3 Dexterity, +4 Improved Initiative)
Speed30 feet, 90 feet Swimming
AC25 (+3 Dexterity, +12 Natural)
AttacksUnarmed Strike +49/+41/+33/+25/+17/+11 melee (1d12+9)
Face/Reach5 feet by 5 feet / 5 feet
Special AttacksCeann Block, Comhraiceor Bata, Drown Deep, Flying Mare, Forgotten, Spell-casting, Stunning Attack, Tidal Strength
Special QualitiesFire Immunity, Venom Immunity, Understanding
SavesFort +21, Ref +15, Will +22
AbilitiesStrength 28, Dexterity 17, Constitution 18, Intelligence 31, Wisdom 22, Charisma 18
SkillsAnimal Empathy +34, Bluff +47, Escape Artist +34, Hide +31, Intuit Direction +32, Jump +30, Scry +26, Search +30, Swim +40, Wilderness Lore +36
FeatsAlertness, Call of Nature’s Fury (x3), Combat Reflexes, Deflect ArrowsDodge, Endurance, Great Fortitude, Improved Critical (Unarmed Strike), Improved Initiative, Improved Trip, Improved Unarmed Strike, Iron Will, lightning reflexes, Mobility, Spring Attack, Stunning Fist, Whirlwind Attack
AlignmentLawful Neutral
DomainsAnimal, Law, Water

Drown Deep (Sp): Llyr has the ability to command the tides to usurp breath from any individual within 120 feet. With a simple gesture, the waters of the deep sea swell within the lungs of those he chooses, drowning them as certainly as if they were plunged within the depths of a watery abyss. All those targeted must make a Fortitude Save at DC 20 to cough up the water. Those that fail are reduced to 0 Hit Points and are Disabled, per the rules for Drowning. The following round, affected characters are reduced to -1 Hit Points and begin dying. The round after they are dead. Llyr can reverse this effect at any time before it is too late.

Forgotten (Sp): Llyr can withdraw a single fact from an individual’s mind. When this information is removed, it simply no longer exists – the individual will retroactively make up new reasons for all his or her previous actions, creating an entirely new reality within his or her mind. For example, if Llyr removed the memory of a person’s wife, the man would no longer remember anything that had to do with her: meeting her, their love, their marriage – all of it would be erased.

The individual would then “make up” memories to supplant the loss. This power can be extremely devastating since it can result in complete personality changes (if an evil man never met his redeemer, for example). The DC to resist this effect is 25, and it is a Will Saving Throw.

Tidal Strength (Sp): At will, Llyr can raise his strength to 38 for a duration of no more than 10 rounds. After using this ability, his Strength score immediately drops to 18 for an equal number of rounds. This power cannot be used Llyr is weakened from the recession of his Strength.

Fire Immunity (Ex): Llyr suffers no damage from fire.

Venom Immunity (Ex): Llyr suffers no damage from venoms, poisons, or other toxins.

Spell-Casting (Sp): Llyr has access to spells of the Fourth Circle. He has 60 points of Understanding to cast these spells.

Horse of Mananan: This famous steed belongs to Llyr and has the ability to traverse both land and sea, arriving anywhere in the world within one day. It stands taller than any normal horse, with a Hide that is a deep blue-grey like the rolling of the ocean during a storm. The horse is intelligent.


Lir, the mythical Irish sea god, stands on the rocky shores of Ireland, gazing out at the vast expanse of the ocean before him. The waves crash against the rocks at his feet, and he feels the spray of the sea on his face. Lir is a powerful figure, feared and respected by sailors and fishermen alike. He is known for his ability to control the tides and waves, and for his shape-shifting powers that allow him to take on the form of any sea creature he desires.

In the 1450s, Lir is concerned about the changing world around him. The discovery of the New World by European explorers has brought about a shift in the balance of power, and Lir worries that the sea will become a battleground for the great empires of Europe. He watches as ships from Portugal, Spain, and England sail past him, each vying for control of the ocean and its riches.

Lir is determined to protect the sea from the greed and ambition of men. He wants to ensure that the ocean remains a place of mystery and wonder, rather than a resource to be exploited for the benefit of a few. With his shape-shifting powers, Lir moves silently through the water, observing the ships and their crews, looking for any signs of danger or violence.

One day, Lir spots a ship flying the Spanish flag that is loaded with gold and treasure. He knows that this ship is a target for pirates and thieves, and he decides to intervene. With a flick of his wrist, Lir summons a massive wave that crashes into the side of the ship, sending it lurching off course. The crew is thrown into chaos, and Lir takes the opportunity to shape-shift into the form of a giant squid. He wraps his tentacles around the ship, pulling it deeper into the ocean.

The Spanish crew is terrified, but Lir has no intention of harming them. He wants to teach them a lesson, to show them that the sea is not to be taken lightly. He holds the ship in his grip for several minutes, then releases it, allowing it to sail on its way. The crew is shaken but unharmed, and Lir disappears beneath the waves.

As he swims back to his home in the depths of the ocean, Lir knows that he has made a small difference in the world. He has reminded the Spanish crew that the sea is a force to be reckoned with, and that they must treat it with respect. Lir hopes that his actions will inspire others to do the same, and that the ocean will remain a place of wonder and mystery for generations to come.

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