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Morrigan (the Raven Queen), Goddess of fate, war, and sovereignty

The Morrigan is a goddess from Irish mythology associated with fate, war, and sovereignty.

Morrigan (the Raven Queen), Goddess of fate, war, and sovereignty
  • Pantheon: Celtic
  • Deity Title: The Morrigan
  • Deity Symbol: Crow or raven
  • Home Plane: Annwn, the Otherworld
  • Deity Level: Greater deity
  • Alignment: Chaotic Neutral
  • Aliases: Morrigu, Morgaine, Morgana, MorrĂ­gu
  • Superior: None
  • Traditional Allies: Badb, Macha, Nemain, Anu
  • Traditional Foes: The Formorians, Balor
  • Divine Artifact: The cauldron of Dagda
  • Servants: Banshees, Washer at the Ford
  • Servitor Creatures: Crows, ravens
  • Sacred Animal: Crow or raven
  • Manifestations: Raven feathers, howling wind, cawing of crows, battle cries
  • Signs of Favor: Ravens or crows gathering around the worshipper, victory in battle, prophetic dreams
  • Worshipers: Warriors, witches, poets, seers
  • Cleric Alignments: Chaotic Neutral, Chaotic Good
  • Specialty Priests: Witches, War Priests
  • Holy Days: Samhain, Beltane
  • Portfolio: Fate, war, sovereignty
  • Domains: Death, War, Fate, Trickery
  • Favored Weapon: Spear
  • Favored Class: Fighter
  • Favored Race: Humans, Elves
  • Duties of the Priesthood: Defend the land against invaders, prophesy, honor the dead, lead warriors into battle
  • Major Cult/Temple Sites: Hill of Tara, Cave of the Cats
  • Benefits: Access to powerful spells, ability to shape-shift into a crow or raven, blessings of victory in battle and prophetic visions, protection from death and injury in battle.

Morrigan is a complex and enigmatic figure in Irish mythology, known as the goddess of war, death, and prophecy. She is often depicted as a trio of sisters, with each sister representing a different aspect of her power. Morrigan is a powerful and unpredictable force, capable of both aiding and hindering heroes in their quests.

As a character, Morrigan is mysterious and unpredictable. She is known for her shapeshifting abilities, often taking on the form of a crow or raven. Morrigan is both feared and revered by mortals, as she can bring both good fortune and destruction. She is often seen as a symbol of the natural order, with the power to both create and destroy.

Morrigan is motivated by her desire for power and influence. She seeks to maintain the balance of power between the different factions in the world, ensuring that no one group becomes too dominant. Morrigan’s ultimate goal is to maintain her position as a powerful and influential deity, guiding the fate of mortals and influencing the course of history. However, her methods are often controversial, and many view her as a manipulative and dangerous figure.

Despite her reputation as a deity of war and death, Morrigan is not without compassion. She has been known to aid heroes in their quests, offering them guidance and support when needed. However, this aid is always given on her terms, and she is known for exacting a high price for her assistance.

Morrigan is a stunning woman with piercing, otherworldly eyes and jet black hair that cascades down her back. She wears a long, flowing robe adorned with feathers and carries a staff made of rowan wood. Her overall demeanor is both regal and intimidating, emanating an aura of power and mystery.

Overall, Morrigan is a fascinating and complex figure, representing the duality of life and death, creation and destruction. Her motives are often shrouded in mystery, but her power and influence are undeniable.


Morrigann, who is also known as Morrigu, is the goddess of war and destruction ·the “Crow of Battle” or “Raven Queen”. She is also a deity of lust and envy, turning to hatred when not satisfied. Morrigann is usually depicted as three goddesses, and will often appear with her two “sisters” (who are identical to her in almost every respect): Macha and Bobd.

Thus, it is said if one witnesses three crows (or raven) acting together on a battlefield, this is an unfortunate omen that Morrigann watches over the battle, and that it will be particularly terrible. Otherwise, seeing three crows together is often seen as a portent of violence and death. Morrigann will typically (through her priestesses or Raven Maidens) appear as a beautiful woman when trying to seduce heroes; but in a moment’s notice turn into a hideous hag eager for blood and flesh.

The Morrigan, Goddess of Fate, War, and Sovereignty

The Morrigan, Goddess of Fate, War, and Sovereignty
30 (+10)30 (+10)30 (+10)30 (+10)30 (+10)30 (+10)

Armor Class: 35 (natural armor)

Hit Points: 1,000 (60d20 + 600)

Speed: 120 ft., fly 120 ft.

Skills: Perception +30, Stealth +30

Senses: truesight 120 ft., passive Perception 40

Languages: all

Immunities: bludgeoning, piercing, and slashing from nonmagical attacks, fire, poison, and psychic damage

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned

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

Divine Awareness: The Morrigan knows if she hears a lie.


  • Multiattack: The Morrigan can use her Frightful Presence. She then makes three attacks: two with her spear and one with her sword.
  • Spear: Melee Weapon Attack: +22 to hit, reach 30 ft., one target. Hit: 44 (6d10 + 10) piercing damage.
  • Sword: Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 44 (6d10 + 10) slashing damage.

Frightful Presence: Each creature of The Morrigan’s choice within 120 feet of her and aware of her 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 The Morrigan’s Frightful Presence for the next 24 hours.

Spells: The Morrigan has access to spells from the following domains: War, Trickery, and Death.

Divine Magic Immunity: The Morrigan cannot be affected by spells of 9th level or lower.

Divine Weapons: The Morrigan wields a spear and a sword that are considered magical and can overcome any resistance.

Legendary Actions

The Morrigan can take three legendary actions, 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. The Morrigan regains spent legendary actions at the start of her turn.

  • The Morrigan makes one attack with her spear or sword.
  • The Morrigan moves up to her speed without provoking opportunity attacks.
  • The Morrigan casts a spell from her War, Trickery, or Death domains, using a spell slot of 7th level or lower.

Lair Actions

The Morrigan can take lair actions on initiative count 20 (losing initiative ties), choosing from the options below. She can’t use the same option two rounds in a row:

  • The Morrigan calls forth a storm of crows to fill the lair. All creatures within 120 feet must make a DC 30 Dexterity saving throw or take 55 (10d10) slashing damage as the birds claw at them.
  • The Morrigan causes the ground to shake and crack open. All creatures within 60 feet must make a DC 30 Dexterity saving throw or fall prone.
  • The Morrigan creates a pool of blood that covers a 60-foot radius. Any creature that starts its turn within the pool must make a DC 30 Constitution saving throw or take 55 (10d10) necrotic damage.

D&D 5E Epic Monsters: MĂłrrĂ­gan

The Morrigan DnD 5e BANNER.jpg

D&D 5E – Epic Monsters: MĂłrrĂ­gan | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

The shapechanging goddess of war: MĂłrrĂ­gan!

The “Great Queen” or “Phantom Queen”, a goddess of war and fate, doom, fertility, death or victory in battle, and also the earth and sovereignty—MorrĂ­gan is protective of her territory and people. Her primary worshipers were thought to be fianna, “bands of youthful warrior-hunters, living on the borders of civilized society and indulging in lawless activities for a time before inheriting property and taking their places as members of settled, landed communities.”

Indeed, she’s said to have inspired warriors to be courageous, evoke fear in the hearts of their foes as they achieve victory, often appearing as a crow (the badb) that foreshadows the coming of death for a particular soul or flies overhead of a conflict to enhance or diminish a force’s confidence.

MorrĂ­gan is or may be a triple goddess of sorts (Badb, Macha and Nemain, or sometimes Anand, Badb, and Macha, or also Banba, Ériu, and FĂłdla). She first appears in the Ulster Cycle as part of CĂș Chulainn’s myth (check out that post for some of the ways she messes with him), the Mythological Cycle, and Cath Maige Tuired (“The Battle of Magh Tuireadh”). MorrĂ­gan has sex with Dagda in the river Unius (or maybe she makes it; depends on your source) with the promise to summon Ireland’s magicians to help fight alongside the Tuatha DĂ© against the Fomorians and their king Indech.

When battle commences she arrives and chants a poem that drives the Fomorians to the sea, then follows it up with another that prophesies the end of the world. Later on she lures a woman names Odras through the cave Cruachan and into the Otherworld, transforming the woman into a pool of water feeding into the River Shannon.

In Count Tipperary there’s a fulachtaĂ­ site (dug burning pit) called the “cooking pit of the MĂłrrĂ­gan” (Fulacht na MĂłr RĂ­oghna) thought to have been used by her followers, and in general these areas hold some tenuous connection to her mythology via the important sequence in CĂș Chulainn’s demise where she tricks him into eating dogmeat. There’s also a pair of hills in County Meath called DĂĄ ChĂ­ch na MorrĂ­gna (“two breasts of the MĂłrrĂ­gan”).


Medium fey, chaotic neutral
Armor Class 18 (natural armor)
Hit Points 260 (40d8+80)
Speed 40 ft., fly 60 ft. (hover)

19 (+4)​20 (+5)​15 (+2)​16 (+3)​19 (+4)​22 (+6)​

Saving Throws Con +9, Int +10, Wis +11
Skills Arcana +10, Deception +13, Insight +11, Nature +10, Perception +11, Stealth +12
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 21
Languages English, Gaelic, Sylvan
Challenge 22 (41,000 XP)

Brute. A melee weapon deals one extra die of its damage when MorrĂ­gan hits with it (included in the attack).

Epic Concentration. MorrĂ­gan is able to concentrate on up to 2 spells at the same time. If she fails a concentration check while concentrating on more than one spell, she loses both spells. In addition, while she is using one or more concentration spells MorrĂ­gan gains one extra bonus action each turn that can only be used to manipulate those spells.

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

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

Shapechange. Morrígan can use a bonus action to magically polymorph into a creature that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment Morrígan is wearing or carrying is absorbed or borne by the new form (her choice).

In a new form, MorrĂ­gan retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, Spellcasting, legendary actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Spellcasting. MorrĂ­gan is a 21st level spellcaster that uses Charisma as her spellcasting ability (spell save DC 21; +13 to hit with spell attacks). MorrĂ­gan has the following spells prepared:

  • Cantrips: chill touch, fire bolt, message, prestidigitation, ray of frost, spare the dying
  • 1st-level (4 slots): cure wounds, fog cloud, shield, thunderwave​
  • 2nd-level (4 slots): blindness/deafness, hold person, invisibility, spiritual weapon​
  • 3rd-level (3 slots): bestow curse, call lightning, fear, revivify​
  • 4th-level (3 slots): blight, confusion, death ward, freedom of movement​
  • 5th-level (3 slots): cone of cold, greater restoration, scrying​
  • 6th-level (2 slots): circle of death, harm, heal​
  • 7th-level (2 slots): arcane sword, finger of death​
  • 8th-level (1 slots): power word stun​
  • 9th-level (1 slots): weird​

Multiattack. MorrĂ­gan attacks five times, or she casts a spell and attacks twice.

+1 Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) magical slashing damage, or 16 (2d10+5) magical slashing damage if used with two hands..

+1 Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8+6) magical piercing damage.

MorrĂ­gan can take 3 legendary actions, 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. She regains spent legendary actions at the start of her turn.

  • Cast Spell (Costs 1 to 3 Actions). MorrĂ­gan casts a spell. Each spell level costs 1 legendary action.
  • Doomed Prophecy (Costs 2 Actions). MorrĂ­gan’s voice echoes in the minds of all creatures within 500 feet foretelling of doom to come. Until the start of her next turn, whenever a creature makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw. In addition, if the result of the d20 roll is 16 or higher, a creature rolls a second d20 and uses the lower of the two rolls. MorrĂ­gan may choose to exclude any number of creatures from this effect.
  • Prophecy of Victory (Costs 2 Actions). MorrĂ­gan’s voice echoes in the minds of all creatures within 500 feet speaking of a victory that is imminent. Until the start of her next turn, whenever a creature makes an attack roll or a saving throw, it rolls a d4 and adds the number rolled to the attack roll or saving throw. In addition, if the result of the d20 roll is 5 or lower, a creature rolls a second d20 and uses the higher of the two rolls. MorrĂ­gan may choose to exclude any number of creatures from this effect.

Morrigan (the Raven Queen)

The MorrĂ­gan as Battle Crow. Artist Joseph Christian Leyendecker (1874 - 1951).
The MorrĂ­gan as Battle Crow. Artist Joseph Christian Leyendecker (1874 – 1951).

A beautifully featured woman of regal countenance approaches on horseback. Her mere presence causes a mixture of panic and awed reverence, like the coming of a surging tempest.

Originally Posted by Stycotl of the Giant in the Playground Forums.

On this Thread

Long, glossy ribbons of hair as black as pitch frame a fair-skinned face of perfect proportions. Though youthful in limb and feature, her eyes have an air of antiquity, and shimmer silver and black with the reflection of experience and divine insight. She wears black armor made of the finest leather, a large gray shield and an unstrung bow at her back, and carries a bronze-headed spear in her left hand.

A sword hangs at her right hip, and in her right hand she holds the bridles to a magnificent warhorse of immense size and the deepest charcoal color. The horse prances and stamps, flaring its nostrils and tossing its mane, never holding still. Its fierce demeanor and restless anticipation seem to be a mirror to the soul of the otherwise calm woman. Somewhere in the distance, a crow caws…

The MorrĂ­gna
outsider (Chaotic, Native)
HD50d8+750 (1,000 hit points+20 temporary hit points)
Speed60 feet
Armor Class62 (+11 Dexterity, +20 natural, +12 armor, +7 shield, +2 insight), Touch: 23, Flat-footed: 51 (can’t be caught flat-footed
Base Attack/Grapple+54/+74
AttackSpear +82 melee (1d8+28/19-20×3), or bastard sword +80 melee (1d10+26/18-20), or composite
+65 ranged (1d8+27/x3; shocking and thundering), or shield bash +79 melee
Spear +82/+78/+73/+68 melee (1d8+28/19-20×3), or bastard sword +80/+75/+70/+65/+80 melee (1d10+26/18-20), plus off hand shield bash +79/+74/+69/+64 melee (1d8+25), or composite longbow +65/+60/+55/+50/+65 ranged (1d8+27/x3; shocking and thundering)
Space/Reach5 feet/5 feet
Special Attacksepic spells, martial maneuvers, raven’s crown, song of the bean sĂ­, spells
Special QualitiesAspects of the morrígna, call the charger, heart of the triune, immortality, immunities, magic of the tuatha dé, peerless warrior, primal rage, queen of the wild, resistance acid 15, cold 15, and fire 15, soul of the changeling, SR 65, stalker of the mounds, storm crow, weaponsmaster
SavesFort +46 (+27 base), Ref +42 (+27 base), Will +38 (+27 base)
AbilitiesStrength 50, Dexterity 32, Constitution 41, Intelligence 28, Wisdom 25, Charisma 31
SkillsBalance+36, Bluff +39, Climb +29, Concentrate +72, Craft (armorsmithing) +39, Craft (stonemasonry)+54, Craft (weaponsmithing) +49, Diplomacy +35, Handle Animal +55, Heal +16, Hide+40, Intimidate +70, Jump +64, Knowledge (Arcana) +66, Knowledge (history) +33,Knowledge (local) +30, Knowledge (nature) +44, Knowledge (nobility & royalty)+30, Listen +39, Move Silently +35, Performance +35, Ride (Dexterity)+51, Search +61, Sense Motive +29, Spellcraft +66, Spot +33, Survival +24, Swim +26
Feats(B) Track, (B) Power Attack, Cleave, Combat Expertise, Combat Reflexes, Improved Shield Bash, Lockdown, Quick Draw, Improved Trip, Defensive Sweep, Epic Spellcasting, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Rend, Perfect Two-Weapon Fighting, Iron Heart Aura, Stormguard Warrior, Improved Disarm
OrganizationSolitary, pair, or all three sisters together
Challenge Rating30
TreasureSee below, and standard (magical items only)
AlignmentChaotic neutral
Advancementby character class
Level Adjustment

The MorrĂ­gna is a trio of war spirits of the fey. The MorrĂ­gan, Macha, and Badhbh are sisters, triplet daughters of Ernmas, royalty of the Tuatha DĂ© Danann. They are of the first generation of Danu’s people, and have the majesty and might of true gods, though they do not consider themselves to be divinity.

The sisters are so alike in both appearance and personality that they have often been thought to be the same fey spirit. Only when all three sisters are together is it clear that the MorrĂ­gna is a group of three.

With great power over war and death, the MorrĂ­gna has been rightfully awarded a place of respect–even worship–among the haughty Tuatha DĂ© Danann and other fey.

The MorrĂ­gna is not solely confined to the spheres of warfare and combat, however.

Each sister has a specialty with which she is concerned; Anann is the MorrĂ­gan, the Great Queen, the Mistress of Prophecy, Sovereignty, and Phantasm, and she manipulates fate, rules nations, and sees the death of any creature that she looks upon; Badhbh is the Battle Crow, the bean-sidhe, and personifies the frenzied havoc and violence of battle; and Macha is the Rider, the Lady of the Fortress and the High Places, and a master of horses, wolves, and ravens.

Though they each have their particular realm of focus to which they have devoted their service, all three sisters share the same power over those forces. Macha is as much of a queen as Anann, and as much of a feral killer as Badhbh. They are three separate, but identical entities, and together, they stand as the single greatest reason for the success of the Tuatha DĂ© Danann. In fact, it was the craftiness of the MorrĂ­gna that kept the Tuatha DĂ© from being completely obliterated by their enemies in their latest defeat, some three thousand years ago now.

The MorrĂ­gna speaks any language, and can communicate telepathically with any intelligent creature up to a mile away. They can also communicate telepathically amongst themselves at any distance, on any plane.

In fact, communication would be the wrong term to use between them, since they are of the same mind; once one of the sisters is aware of something, they all are. They all share the same insights at the same time, no matter how far or how specific the situation.


The MorrĂ­gna is a terrifying foe. Terrible magic flies effortlessly from her fingertips even as she wields her sword, spear, and bow with a mastery that rivals that of the gods.

Because they are identical, the stats of the MorrĂ­gna presented here apply to Anann, Macha, and Badhbh equally.

The MorrĂ­gna wields powerful magical items of epic quality. Its spear is of cold iron and never reflects light even on the brightest of days. It is called black badhbh’s spear, and it is treated as a +8 keen, returning spear of distance that can be wielded one-handed without penalty. The MorrĂ­gna wears supple leather armor with adamantine studs called danu’s embrace, functioning as +10 magic-eating leather armor, that continually enchants her with Foresight, freedom of movement, and greater heroism, and does not hinder her in any way (no max Dexterity, armor check penalty, etc).

The MorrĂ­gna’s bastard sword, fury of the stars, is a mithril +6 keen bastard sword of speed that counts as any material and any alignment in order to overcome damage reduction, and casts heal upon its wielder every time it threatens a critical hit. The large wooden shield of the MorrĂ­gna is called castle on the mound, and is a +5 bashing shield of arrow deflection that does not hinder her in any way (no max Dexterity, armor check penalty, etc), and is enchanted as a weapon.

Lastly, her +7 shocking burst, thundering composite longbow of speed is made of elk horn and sinew, and is made for a creature with a 50 strength, creates the arrows as it puts her fingers to the bowstring, and is known as squall crow.

Aspects of the MorrĂ­gna: The MorrĂ­gna shares a powerful bond that allows the sisters to share in each others’ expertise. All three sisters enjoy the following abilities.

Aspect of Anann: A diviner, a master of destiny, and a queen of shadow, the Morrigan commands the ancient magic of the planes, spinning enchantments and curses as a spider spins a web, foretelling the future of individuals and nations alike. She is the Phantom Queen, and she bends the multiverse to her whims.

  • Raven’s Crown (Su): With a standard act, the MorrĂ­gna can use mass charm monster and Hold monster as supernatural effects at will.
  • Magic of the Tuatha DĂ© (Su): The MorrĂ­gna casts any sorcerer spell from the enchantment and illusion schools as if they were supernatural effects and at a +2 bonus to both caster level and DC. Further, the MorrĂ­gna can add spells from the druid spell list and the Darkness and Domination domains to her known sorcerer spells.
  • Storm Crow (Ex): The MorrĂ­gna gains a +16 competence bonus to Intimidate checks, and gains the frightful presence special ability as detailed in the Monstrous Manual. This ability affects any sentient creature, even those immune to fear effects, unless they would otherwise be immune to epic fear effects.

Aspect of Macha: Strategy and martial skill are the hallmark of Macha, the defender of the hills and mounds, and the MorrĂ­gna is therefore without equal where combat, fortification, and riding are concerned.

  • Call the Charger (Su): The MorrĂ­gna can summon and dismiss a great warhorse with a standard action. These soot-black steeds are treated as Cauchemar, Nightmares; they are chaotic neutral, and tied to the Plane of Shadow rather than Hades. Even if her mount is killed or banished back to its home plane, with a standard action, the MorrĂ­gna can call it back to her.
  • Peerless Warrior (Ex): The MorrĂ­gna gains a +16 insight bonus to any Craft skill, Handle Animal, and Ride check.
  • Weaponsmaster (Ex): The MorrĂ­gna can receive the benefits of two martial stances at the same time. Further, the first martial boost or counter used in a round does not count toward the limit of one immediate or swift action per round. Thus, the MorrĂ­gna could also cast a quickened spell on the same round as initiating a boost or counter, or could initiate both a boost and a counter in the same round, or two of each.

Aspect of Badhbh: Wild energy pulses in the veins of the MorrĂ­gna, owing to Badhbh’s ties to the natural world. The instincts of a predator and the otherworldly fury of the fey is her legacy.

  • Queen of the Wild (Ex): The MorrĂ­gna can command and rebuke any animal or magical beast as a cleric whose level is equal to its hit dice, except that this is an extraordinary ability. Further, the MorrĂ­gna gains a +16 insight bonus to Knowledge (nature).
  • Primal Rage (Ex): The MorrĂ­gna can rage once per encounter. The rage lasts for as long as wanted, gives a +8 bonus to Strength and Constitution, a +4 bonus to Will saves, and -2 penalty to Armor Class. The MorrĂ­gna does not become fatigued after a rage, and has no limitation as to what kinds of actions, spells, or items are usable during a rage.
  • Song of the Bean SĂ­ (Su): The MorrĂ­gna can utilize the wail of the banshee as a swift action once per round.
  • Soul of the Changeling (Su): The MorrĂ­gna can wild shape at will into the forms of any animal, elemental, fey, or magical beast, of 50 hit dice or less, of any size. The forms of wild horses, wolves, and crows tend to be favorites, though the MorrĂ­gna has been known to take the shape of old hags, sylphs, and pillars of fire.
  • Stalker of the Mounds (Ex): The MorrĂ­gna leaves no trail and cannot be tracked. It may choose to leave a trail if so desired. Further, the MorrĂ­gna can move through any kind of terrain at its normal movement speed without suffering damage or any other impairment, magical or otherwise; no terrain is treated as difficult terrain for the MorrĂ­gna to traverse.

Epic Spells: The MorrĂ­gna can develop and cast epic spells as an arcane caster of 50th level, capable of casting 5 epic spells every day. The MorrĂ­gna currently knows a large number of epic spells, as all three sisters have been creating and finding them in their multiple millennia of existence.

Martial Maneuvers: The MorrĂ­gna initiates martial maneuvers as a 50th level warblade. This means that the MorrĂ­gna has the maneuvers and stances known of a 20th level warblade, but initiates as a 50th level warblade. The MorrĂ­gna can learn Shadow Hand maneuvers along with the rest of the disciplines available to a warblade. The MorrĂ­gna recovers maneuvers every time a foe fails its Will save against its frightful presence (storm crow) ability.

The MorrĂ­gna’s martial maneuvers list has been known to change from time to time, and somehow seems to fit whatever situation the sisters are dancing wildly into.

Spells: The MorrĂ­gna casts spells as a sorceress of 50th level. It can choose spells from the sorcerer list, the druid list, and the Darkness and Domination domains to her spells known. The saving throw DC of any of her spells is 20 +spell level, unless they are of the enchantment and illusion schools, in which case they are DC 22 +spell level, and count as supernatural effects, not spells.

The MorrĂ­gna’s spell list has been known to change from time to time, and, like MorrĂ­gna’s martial maneuvers, somehow seems to be just what was needed in any given situation–almost as if Anann was reading the stars in order to determine the MorrĂ­gna’s needs.

Convocation of Sisters (Su): As a swift act, the one of the MorrĂ­gna can summon any or both of the other two sisters to an adjacent square or pair of squares, crossing planar boundaries when necessary. Any summoned sister acts on the same initiative as the first, and takes her turn immediately after arriving. There is never any conflict of interest in summonings; if one sister thought it important enough to bring one or both of the others, then all three of them thought it important enough. Because of this, it is possible for one of the sisters to in effect, summon herself to the side of one of her other sisters.

Heart of the Triune (Ex): The MorrĂ­gna shares the same life force, and one of deific power. Any beneficial effect (enchantments, healing, etc) that targets one of them affects all three of them, even across planar boundaries. In order for the MorrĂ­gna to be destroyed, all three must be killed on the same plane. If even one of them survives, the slain sister or sisters will return, fully regenerated, within 1d4 hours.

Immortality (Ex): Though not immortal in the strictest sense of the word, the MorrĂ­gna is ageless, and if left in peace, will never die of natural causes.

Immunities (Ex): The MorrĂ­gna is immune to any electricity, sonic, fear, disease, or poison effect, and all enchantment or illusion effects of a caster level lower than her own.

Mind of the Triple Goddess (Su): The MorrĂ­gna acts in perfect unison; all three of the sisters

Skills: The MorrĂ­gna gains a +8 racial bonus to Listen, Search, Sense Motive, and Spot checks.

Special: If the divine ranks in Deities and Demigods are in use, treat the MorrĂ­gna as a rank 5 demigoddess.

Treasure: black badhbh’s spear, castle on the mounds, danu’s embrace, fury of the stars, and squall crow; further, the MorrĂ­gna carries a shifting array of other magical items that changes with the current state of affairs.


The MorrĂ­gna is a well known spirit of the fey, and many mortals are even aware of the name, though what they knows is usually suspect. Characters with ranks in Knowledge (history), Knowledge (nature), Knowledge (local), or Knowledge (religion) can roll to see if they know of the MorrĂ­gna. The DCs are 5 higher for any Knowledge other than Knowledge (nature).

  • DC 20 – The MorrĂ­gna is a fierce goddess of the fey, with power over warfare and death. The MorrĂ­gna has been known by many names at different times, such as Anann, Badhbh, and Macha.
  • DC 35 – The MorrĂ­gna is actually a name of reference given to three sister goddesses, Anann, Badhbh, and Macha, who have been instrumental in saving the Tuatha DĂ© Danann–their race of fey creatures–from destruction throughout the millenia.
  • DC 50 – The three sisters share a special bond; they work in perfect harmony, share the same thoughts and inspirations at the same time, and can communicate over long distances with hardly a thought.
  • DC 65 – The magic that binds the MorrĂ­gna together also makes them incredibly hard to destroy. In order to kill one of the sisters, all three of them need to be destroyed on the same plane–if even one of them survives, the others will return.


The Morrigan, a powerful goddess from Irish mythology, watches the world from her perch in the Otherworld. She is deeply concerned about the events that are unfolding in the mortal realm. The 1450s are a time of great upheaval, and The Morrigan knows that her influence will be needed if the balance of power is to be maintained.

As the goddess of fate, war, and sovereignty, The Morrigan understands better than anyone the importance of maintaining order in the mortal realm. She has seen empires rise and fall, and she knows that the balance of power must be carefully maintained if the world is to remain stable.

The Morrigan has been watching with growing concern as the Ottoman Empire expands its territory and threatens the Christian kingdoms of Europe. She knows that if the Ottomans are allowed to continue unchecked, they will upset the delicate balance of power that has been established in the mortal realm.

To counter this threat, The Morrigan has decided to intervene. She has been whispering in the ears of the Christian rulers of Europe, urging them to unite against the Ottomans. She has also been watching over the battlefields, ensuring that the outcome of each battle is determined by fate rather than by the whims of individual warriors.

As the goddess of sovereignty, The Morrigan knows that the Christian kingdoms must be united if they are to stand a chance against the Ottoman threat. She has been working behind the scenes to ensure that the rulers of Europe see the wisdom of setting aside their differences and working together for the greater good.

But The Morrigan’s concerns go beyond the fate of individual kingdoms. She knows that the mortal realm is just one small part of the wider universe, and she is aware of the powerful forces that are at play in the cosmos. She knows that the balance of power between the gods themselves is at stake, and she is determined to ensure that the cosmic order is maintained.

To this end, The Morrigan has been reaching out to other deities, seeking to forge alliances and ensure that the balance of power is maintained. She knows that the gods must work together if they are to prevent chaos from descending upon the mortal realm.

As The Morrigan works to maintain the balance of power, she is aware of the challenges that lie ahead. She knows that the mortal realm is full of uncertainty and chaos, and that fate can be a fickle mistress. But she is confident in her abilities and her place in the universe, and she knows that as long as she remains true to her principles, she will be able to maintain the delicate balance of power that is necessary for the world to survive.

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