Hecate, “Mistress of the Night and Sorcery”
Unlock the secrets of Hecate—the triple-faced goddess of dark magic who commands the crossroads between life and death!

- Pantheon: Greek (with later adoption into Roman practice)
- Deity Title: Goddess of Magic, Witchcraft, and the Crossroads
- Deity Symbol: Torches, keys, daggers, and her iconic triple-faced visage
- Home Plane: Shadowfell, Hecate’s realm is the Shadowfell—a plane of perpetual twilight and eerie reflections, where the veil between life and death is at its thinnest, echoing her dominion over transitions and hidden mysteries.)
- Deity Level: A high or greater deity, wielding primordial power over transitions and the mystical
- Alignment: Neutral, embodying both the light and the dark in a balanced dance of transformation
- Aliases: The Triple Goddess, Queen of the Crossroads, Mistress of the Night
- Superior: Lacking a hierarchical superior, she stands as a primordial force in her own right
- Traditional Allies: Demeter (in her role as guide for Persephone), other deities of magic and transformation, and the spirits of the underworld
- Traditional Foes: Rigid, dogmatic forces and those who seek to suppress the mysteries of life and death
- Divine Artifact: The ever-burning torch of revelation and guidance, symbolizing her eternal light in darkness
- Servants: Mystical spirits and minor deities who serve as her messengers and guardians
- Servitor Creatures: Black dogs and other nocturnal animals, often seen as her loyal companions
- Sacred Animal: The black dog, emblematic of her role as a guardian of thresholds and protector in the night
- Manifestations: Appearing at crossroads, in moonlit groves, and at the thresholds of doorways—often in a three-faced form that reflects her insight into past, present, and future
- Signs of Favor: Sudden bursts of intuition, dreams filled with arcane symbols, and fortuitous encounters at pivotal moments
- Worshipers: Witches, mystics, seekers of hidden knowledge, and those who live on the fringes of conventional society
- Cleric Alignments: Often neutral or chaotic in nature, embracing the fluidity between order and chaos
- Specialty Priests: Practitioners of magic and divination, necromancers, and those dedicated to working with the unseen and mysterious realms
- Holy Days: Lunar phases—especially the new and full moons—when her power is most palpable, alongside festivals at the crossroads and night vigils
- Portfolio: Magic, witchcraft, necromancy, the night, crossroads, and transitions between life and death
- Domains: Twilight, magic, the underworld, and the enigmatic spaces between the known and the unknown
- Favored Weapon: The ritual dagger, symbolizing both protection and the ability to cut through the veil between worlds
- Favored Class: Spellcasters and those whose paths lead them to the arcane arts, such as sorcerers, clerics, and warlocks
- Favored Race: Humanity, especially those who dwell on the margins or embrace the occult, though her influence spans all mortal and immortal beings
- Duties of the Priesthood: To maintain the balance between life and death, to perform rituals at sacred crossroads, to guide souls through transitions, and to safeguard the sacred mysteries of the cosmos
- Major Cult/Temple Sites: Ancient shrines at crossroads and secluded groves across Greece and Rome, notably in locales such as Lagina in Caria, where her presence is palpably felt
- Benefits: Access to profound mystical insights, enhanced intuition and protection in liminal spaces, and the empowerment to navigate life’s transitions with courage
- Significant Others: While often solitary in her mystical pursuits, she is occasionally intertwined with other deities of the night and nature, reflecting the interconnectedness of all life and death in the cosmic dance
Hecate is a multifaceted deity from ancient Greek mythology whose influence spans magic, witchcraft, the night, and the mysterious thresholds that separate different realms of existence. Often depicted as a three-faced goddess, she embodies the power to see the past, present, and future, symbolizing her comprehensive grasp of time and fate.
Origins and Identity
While her origins are shrouded in mystery—with some traditions naming her as the daughter of Perses and Asteria and others treating her as a primordial force—Hecate’s enduring presence in myth speaks to her deep-rooted connection with both the divine and mortal worlds. Her iconography often includes torches, keys, and daggers, each representing her role as a guardian of liminal spaces such as crossroads, doorways, and the boundary between life and death.
Role and Purpose
Hecate’s role as a deity is dual in nature. On one hand, she is a protector and guide, helping souls navigate the transitions from life to death and illuminating the hidden paths of transformation. On the other hand, she is a keeper of secret wisdom, offering those who seek her out the knowledge necessary to confront and harness the mystical forces of existence. Her rituals and shrines—often found at crossroads and secluded places—served as both a sanctuary and a warning: a place to gain insight into the unknown while respecting the inherent power of transformation.
Motivations and Aspirations
The actions of Hecate are driven by a commitment to balance. She does not act out of malice but rather out of a profound understanding of the cyclical nature of life, death, and rebirth. By guiding souls through transitions and guarding the thresholds between different states of being, Hecate helps maintain cosmic order. Her ultimate aspiration is to remind humanity that every ending is simply a precursor to a new beginning, urging us to embrace the shadows and mysteries of life as essential elements of growth and renewal.
In essence, Hecate is both a beacon of hidden wisdom and a vigilant guardian of transformative power—a goddess who challenges us to explore the depths of the unknown with respect, courage, and an openness to the perpetual cycle of change.
Hecate 5e
Hecate 3.5
Hecate

Hecate the goddess of sorcery in her role as the Queen of Ghosts. Her attendant and animal representation is of a female dog, and the most common form of offering is to leave meat at a crossroads. Sometimes dogs themselves are sacrificed to her.
Used with permissiom from Palindrome
Queen of Night, Goddess of the Crossroads, Goddess of Witchcraft
Intermediate Olympian Deity
Symbol: Three torches joined into a Y formation at their bases
Home Plane: The Underworld
Alignment: Neutral evil with neutral tendencies
Aliases: None.
Superior: Zeus.
Allies: Persephone, Hades.
Foes: Gigantes
Servants: Circe (Proxy/Daughter), Medea
Servitor Creatures: empusars, hell hounds, hell hounds of Hecate, ghosts, lampades, stirges, stygira, will o wisps,
Manifestations: Baying hounds, rays of moonlight emerging from cracks in the ground.
Signs of Favor: Potions glowing white, rays of moonlight.
Worshipers: Travelers, witches, wizardesses, sorceresses
Cleric Alignments: TN, NE, LE, CE
Speciality Priests: No.
Holy Days: Full moon nights.
Portfolio: Darkness, magic, poison, protection of children, witchcraft, trickery
Domains: Evil, Knowledge, Magic, Night, Travel, Undead
Favored Weapon: Torch (flaming burst Morningstar or quarterstaff)
Hecate | |
---|---|
Rogue 15/Poisoner 10/Witch 35 | |
Medium outsider (Evil, Extraplanar) | |
Divine Rank | 15 |
Hit Dice | 35d4 (witch) plus 15d6 (rogue) plus 10d6 (poisoner) plus 780 (1050 hp) |
Initiative | +22 (+14 Dexterity +8 Superior Initiative * always goes first) |
Speed | 60 ft. |
Armor Class | 84 (+30 natural, +14 Dexterity, +15 divine, +15 deflection), touch 52, flat-footed 84 |
Base Attack/Grapple | +34/+44 |
Attack | +67 Torch of Hecate or melee touch +44 or ranged touch +48 |
Full Attack | +63/+58/+53/+48 Torch of Hecate (primary) (1d8 plus +3d6 (unholy) and 1 negative level (Fort save DC 23) plus +1d6 (fire) plus +17/19-20/x2 plus +6d6 (unholy) plus 2 negative levels (Fort save DC 23) plus +2d10 (fire)) or +60/+55 Torch of Hecate (secondary) (1d8 plus +1d6 (fire) plus +14/19-20/x2 plus +2d10 (fire)) or +60/+55 Torch of Hecate (tertiary) (1d8 plus +1d6 (fire) plus +14/19-20/x2 plus +2d10 (fire)) or melee touch +44 or thrown potion +48 or spell +48 |
Space/Reach | 5 ft./5 ft. |
Special Attacks | crippling strike, Domain powers, poisoner’s art, poison breath, poison gaze, poison touch, salient divine abilities, sneak attack +16d6 (for two rounds), spells, spell-like abilities |
Special Qualities | Detect Poison at will, divine aura (1500 feet, DC 40), divine immunities, DR 25/epic and mithral, evasion, godly realm (10 miles outer plane, 1500 ft. Material Plane), greater teleport at will, improved evasion, improved uncanny dodge, plane shift at will, quick hands, remote communication, resistance (electricity) 17, speak, and read all languages and speak directly to all beings with 15 miles, SR 97, trapfinding, trap sense +5, uncanny dodge |
Saves | Fort +54 Ref +62 Will +54 |
Abilities | Strength 30 Dexterity 37 Constitution 36 Intelligence 34 Wisdom 36 Charisma 40 |
Skills | Balance +58, Bluff +72, Concentration +54, Craft (alchemy) +49, Craft (poisonmaking, weaponmaking) +62, Decipher Script +52, Diplomacy +79, Disable Device +30, Disguise +62 (+66 observed in character), Escape Artist +56, Hide +54, Intimidate +81, Jump +24, Knowledge (arcana) +82, Knowledge (dungeoneering) +62, Knowledge (geography) +52, Knowledge (nature) +61, Knowledge (the planes) +72, Knowledge (religion) +42, Listen +76, Move Silently +83, Profession (herbalist) +83, Search +82, Sense Motive+73, Sleight of Hand +68, Spellcraft +106 (+110 spells on scrolls), Spot +63, Survival +58 (+62 avoid getting lost/natural hazards, aboveground, extraplanar, underground, +64 find/follow tracks), Tumble +58, Use Magic Device +65 (+75 scrolls) |
Feats | Arcane Preparation, Brew Potion, Craft Magic Arms and Armor, Empower Spell, Eschew Materials (B), Extend Spell (B), Greater Multiweapon Fighting, Greater Spell Focus (Enchantment), Heighten Spell, Improved Initiative, Maximize Spell, Multiweapon Fighting, Quicken Spell, Reach Spell, Silent Spell, Spell Focus (Enchantment), Twin Spell, Weapon Focus (Morningstar) |
Epic Feats | Augmented Alchemy (B), Brew Epic Potion *, Craft Epic Magic Arms And Armor (B), Epic Poisoncrafter, Epic Skill Focus (Spellcraft), Epic Spellcasting, Ignore Material Components (B), Improved Heighten Spell (B), Superior Initiative |
Environment | The Underworld |
Organization | Solitary (Unique) |
Challenge Rating | 56 |
Treasure | Torches of Hecate |
Alignment | Neutral Evil |
Advancement | — |
Level Adjustment | – |
* New Epic Feat |
Alter Reality (Su): Hecate exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifested in a number of ways. Hecate can use wish when doing so could help her to create darkness, acquire knowledge about magic, or create or study poison. Note that in the situation where Hecate and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.
– Hecate can use Alter Reality to cast any inflict spell at will as a standard action; Hecate can apply metamagic feats to the spells if desired, but doing so requires her to forego using Alter Reality for 1 round for each level the feat would normally add to the equivalent spell.
– As a free action, Hecate can assume any size from Fine to Colossal. Hecate can also change the size of up to 100 pounds of objects he touches. This ability allows Hecate to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on Hecate’s combat ability. Hecate’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. Hecate’s Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all of Hecate’s characteristics.
Divine Immunities: Ability damage, ability drain, banishment, binding, cikdm death effects, dimensional anchor, disease, disintegration, dismissal, energy drain, fire, imprisonment, mind-affecting effects, Paralysis, poison, repulsion, sleep, soul bind, stunning, Temporal Stasis, transmutation, Trap the Soul, and turning and rebuking.
Divine Power: Hecate is a living embodiment of power, and ancient divine magics flow through her veins. As such, mortal items are of virtually no use to her, being so much weaker than her own innate powers. Hecate gains no benefit from a deflection, enhancement, resistance, insight, sacred or profane bonus that is less than +15. Note that this only applies to bonuses that affect Hecate herself; weaponry and armor is unaffected by this.
Domain Powers: casts evil spells at +1 caster level; casts divinations with a +1 level bonus and all Knowledge skills are class skills; gains Low-Light Vision; can use scrolls and wands as a 17th level Wizard; may generate a freedom of movement effect for 17 rounds and Survival is a class skill; treats Bluff, Disguise, and Hide as class skills.
Salient Divine Abilities: Alter Form, Automatic Metamagic (Twin Spell), Call Creatures (15 Hell Hounds/day, 15 HD), Cthonic Ritual (Unique Salient Divine Ability), Divine Dodge (65% miss probability), Divine Sneak Attack, Divine Spellcasting, Divine Spell Focus (Enchantment), Eldritch Knowledge, Extra Domain (Night), Extra Domain (Trickery), Instant Counterspell, Increased Spell Resistance, Irresistible Blows (Fort save DC 38 or stunned for 1d10 rounds), Supreme Eldritch Knowledge, Tri Via (Unique Salient Divine Ability), Triune (Unique Salient Divine Ability), Under Moonlit Skies (Unique Salient Divine Ability)
Spell-like abilities (Sp): At will: antimagic field, astral projection, blanket of night, blasphemy, clairaudience/clairvoyance, confusion, create undead, darkness, darkness beyond darkness, desecrate, detect secret doors, detect thoughts, dimension door, discern location, disguise self, mage’s disjunction, dispel good, dispel magic, divination, false vision, find the path, fly, foresight, greater teleport, identify, imbue with spell ability, invisibility, legend lore, locate object, longstrider, magic aura, mislead, moon lightning, nightmare, nondetection, phase door, polymorph any object, protection from good, protection from spells, shadow walk, sleep, Spell Resistance, spell turning, summon monster IX (evil creatures only), superior invisibility, teleport, time stop, true seeing, unholy aura, unholy blight.
Hecate casts her spell-like abilities at 75th level, except for evil spells and divinations which she casts at 76th level. Saving throws against Hecate’s spell like abilities are DC 50 + spell level. The saving throw DC’s are Charisma-based.
Possessions: Torches of Hecate
Other Divine Powers

As an intermediate deity, Hecate gets a result of 20 on any check if she is required to make one at all and treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.
Senses: Hecate can see (using normal vision or Darkvision), hear, touch, and smell at a distance of 15 miles. As a standard action, she can perceive anything within 15 miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours.
Portfolio Sense: Hecate senses whenever any mortal travels at night, uses a three-way junction, creates potions, the endangering of any children, or the casting of spells by witches.
Automatic Actions: Hecate may perform 10 free actions per round related to her portfolio (such as counterspelling or attempting to trick her enemies) if the DC for these acts is lower than 25.
Create Magic Items: Hecate can create any potion, poison, or magical item likely to be used by witches or travellers as long as the items market price does not exceed 200,000 gp.
Cthonic Ritual (Unique Salient Divine Ability): By choosing to cast any spell as a ritualised version of itself taking at least one full round in order to cast, Hecate may choose to add +15 to either the saving throw DC or the level at which the spell is cast. Each round of additional casting time corresponds to a +3 bonus to either caster level or save DC. The bonus from Hecates Cthonic Ritual also stacks with the bonuses from her ability to Alter Reality, and the maximal bonus that she can add to her spells in this manner is +21.
Triune (Unique Salient Divine Ability): Hecate possesses three separate heads and is incapable of being flanked, caught flat-footed, or otherwise taken unaware except by a character who possesses the Improved Uncanny Dodge class ability and is at least four levels higher that Hecate’s total HD. Additionally her divided consciousness grants her an additional standard action per round that may only be used to cast a spell, activate a spell-like ability, or maintain Concentration on an existing spell or spell-like ability.
Tri Via (Unique Salient Divine Ability): As the patron goddess of nocturnal travellers and junctions, Hecate possesses a unique ability to reach various locations. Hecate may teleport herself as a free action from any junction or crossroads in which three roads are joined to a second junction of similar structure if her target destination is within 1500 feet of herself. Hecates ability to transport herself in this manner cannot be blocked with spells such as dimensional anchor or dimensional lock, or epic spells based on the ward seed. However, if the junction itself is damaged by obstructing or destroying one of the roads, even symbolically, or adding an additional pathway then Hecates Salient Divine Ability is also blocked.
Under Moonlit Skies (Unique Salient Divine Ability): Hecate is invisible as the spell superior invisibility to all living creatures, even deities of lower Divine Rank than her, except under the light of the new moon. undead creatures and canines (whether natural or polymorphed into canine beings, or beings with canine aspects) may see her normally regardless of the state of the moon.
Possessions: Hecate has access to an incredibly wide array of magical items that have been gifts from her worshippers, other Olympian deities in exchange for her aid. However, whenever Hecate is in a situation where combat is inevitable or she is travelling, Hecate always wields her signature Torches, each in a different arm. The primary Torch of Hecate is a +7 brilliant energy, unholy power, flaming burst Morningstar, while the secondary and tertiary Torches of Hecate are +4 brilliant energy, flaming burst Morningstars respectively.
Witch Spells(Sp) (0th-15th level): 6/10/10/10/9/9/9/9/8/8/3/3/2/2/2/2 Hecate casts spells as a 35th level Witch and at 50th level for the purposes of Spell Penetration. Saving throws against Hecate’s Witch spells are DC 25 + spell level, except for Enchantments which have saving throws of 34 + spell level, and all of Hecate’s spells are twinned. The saving throw DC’s are Charisma-based. Hecate may cast 8 epic spells/day with a maximal Spellcraft DC of 116, and Hecate has access to all spells on the Witch spell list due to the Salient Divine Ability Supreme Eldritch Knowledge.
Typical Witch Spells Known:
- 0th level: arcane mark, dancing lights, daze, detect magic, flare, ghost sound, mending, read magic, resistance.
- 1st level: animate rope, entangle(x2), feather fall, goodberry, pass without trace, silent image(x2), unseen servant, ventriloquism
- 2nd level: calm emotion, detect thoughts(x2), fog cloud, hideous laughter, resist energy, Spider Climb, touch of idiocy(x2), web
- 3rd level: bestow curse(x2), cure moderate wounds, glyph of warding, haste(x2), plant growth, pyrotechnics, sleet storm, speak with plants
- 4th level: call lightning, control water, quickened entangle(x2), hallucinatory terrain, modify memory, neutralize poison, remove disease, shadow conjuration
- 5th level: break enchantment, control winds, major creation, mind fog(x2), mirage arcana, permanency, maximized touch of idiocy(x2)
- 6th level: animate objects, bear’s endurance (mass), bull’s strength (mass), call lightning storm(x2), contingency, heroes’ feast, legend lore, wall of stone
- 7th level: extended cloudkill, control weather(x2), invisibility (mass), maximized poison(x2), project image, sequester, vision
- 8th level: Bestow Greater Curse, discern location, horrid wilting, moment of prescience(x2), planar binding (greater), quickened poison, summon nature’s ally VIII
- 9th level: heightened baleful polymorph, dominate monster, shambler, summon nature’s ally IX, quickened transmute rock to mud, weird, wish(x2)
- 10th level: quickened flesh to stone, heightened maze, quickened suggestion (mass).
- 11th level: quickened Bestow Greater Curse, quickened charm monster (mass)(x2).
- 12th level: quickened hold monster (mass), maximized horrid wilting
- 13th level: heightened (to 9th level), quickened horrid wilting, heightened imprisonment
- 14th level: heightened (to 11th level), quickened dominate monster, heightened hold monster (mass).
- 15th level: maximized, quickened time stop(x2)
epic spells known: cloak of deception, eclipse, future sight, Hecate’s field of illusions, ill omen, let go of me, mass frog, soul dominion, soul scry, spell worm, verdigris
Detect Poison (Sp): Hecate can Detect Poison at will as the spell.
Poison Touch (Ex): By concentrating for three rounds Hecate can produce a dose of poison that she can apply with a melee touch attack. (Fort DC 20 or else take 2d4 Strength or Dexterity damage, 1d4 Constitution damage, or 1d6 Intelligence, Wisdom, or Charisma damage, both initial and secondary).
Poisoner’s Art (Ex): Hecate can choose to delay the onset of any poison she creates up to 10 minutes or shorten the duration between initial and secondary damage to 5 rounds.
Quick Hands (Ex): Hecate recieves a +4 bonus on Sleight of Hand checks to plant poison without being seen.
Poisonous Breath (Ex): Hecate may deliver her poison to any foe within 5 feet by breathing towards them.
Poison Gaze (Ex): Hecate may poison any creature within 30 feet of her as a gaze attack. The Fort save in order to resist being poisoned is DC 33.
Poison Immunity (Ex): Hecate is immune to all forms of poison.
Avatars

Hecate’s Avatar typically appears cloaked in illusions. However, when she chooses to appear in her true form, she is a truly alarming-looking being with three separate female human bodies all joined at the back in a form akin to a triangle. The joined bodies of Hecates Avatar have the heads of a horse, a serpent, and a human being, and when she speaks, all of her heads do so in unison with a disturbingly flat tone of voice. Hecates Avatar typically wears a toga or gown that glows luminescent white and flickers with the orange glow of her Torches.
Hecate’s Avatar Rogue 7/Poisoner 5/Witch 18 Divine Rank 0 Hit Dice 7d6 (rogue) plus 5d6 (poisoner) plus 18d4 (witch) plus 300 (444 hp) Initiative +19 (+11 Dexterity, +8 Improved Initiative) Speed 60 ft. Armor Class 48 (+15 natural, +11 Dexterity, +12 deflection), touch 33, flat-footed 48 Base Attack/Grapple +16/+23 Attack +25Torch of Hecate or +23 melee touch or +27 ranged touch Full Attack +21/+16/+11 Torch of Hecate (primary) (1d8 plus +2d6 (unholy) plus +1d6 (fire) plus +14/20/x2 plus +2d10 (fire)) or +18/+13/+8 Torch of Hecate (secondary) (1d8 plus +1d6 (fire) plus +11/20/x2 plus +2d10 (fire)) or +18/+13/+8 Torch of Hecate (tertiary) (1d8 plus +1d6 (fire) plus +11/20/x2 plus +2d10 (fire)) or +23 melee touch or +27 ranged touch Space/Reach 5 ft./5 ft. Special Attacks poisoners art, poison touch, sneak attack +7d6 Special Qualities Detect Poison at will, divine aura (1500 ft., Will DC 22), divine immunities, DR 10/epic, evasion, greater teleport at will, plane shift at will, quick hands, resistance (electricity) 5, +4 save throw against poison, SR 47, trapfinding, trap sense +2, uncanny dodge Saves Fort +15 Ref +14 Will +11 Abilities Strength 25 Dexterity 32 Constitution 30 Intelligence 26 Wisdom 30 Charisma 34 Skills Balance +19, Bluff +18, Concentration +15, Craft (alchemy) +17, Craft (poisonmaking, weaponmaking) +14, Decipher Script +34, Diplomacy +33, Disguise +19 (+21 observed in character), Disable Device +7, Escape Artist +19, Intimidate +38, Jump +14, Knowledge (arcana) +35, Knowledge (dungeoneering) +15, Knowledge (Geography)+15, Knowledge (nature) +27, Knowledge (the planes) +38, Listen +21, Move Silently +25, Profession (herbalist) +20, Search +33, Sense Motive +18, Sleight of Hand +22, Spellcraft+45 (+47 spells on scrolls), Spot +20, Survival +22 (+24 aboveground, avoid getting lost/natural hazards, underground, +26 extraplanar, find/follow tracks), Tumble +25, Use Magic Device +24 (+28 scrolls) Feats Arcane Preparation, Blind-Fight (free), Eschew Materials (B), Greater Multiweapon Fighting, Heighten Spell, Improved Initiative, Multiweapon Fighting, Reach Spell, Silent Spell, Twin Spell, Weapon Focus (Morningstar) Epic Feats Superior Initiative Challenge Rating 29 Treasure Torches
Divine Immunities: Ability damage, ability drain, mind-affecting effects.
Domain Powers: casts evil spells at +1 caster level; casts divinations with a +1 level bonus and all Knowledge skills are class skills; gains Low-Light Vision, can use scrolls and wands as a 17th level Wizard; may generate a freedom of movement effect for 17 rounds and Survival is a class skill; treats Bluff, Disguise, and Hide as class skills.
Salient Divine Abilities: Extra Domain (Night), Extra Domain (Trickery), Triune
Spell-Like Abilities 3/day: antimagic field, astral projection, blanket of night, blasphemy, clairaudience/clairvoyance, confusion, create undead, darkness, darkness beyond darkness, desecrate, detect secret doors, detect thoughts, dimension door, discern location, disguise self, mage’s disjunction, dispel good, dispel magic, divination, false vision, find the path, fly, foresight, greater teleport, identify, imbue with spell ability, invisibility, legend lore, locate object, longstrider, magic aura, mislead, moon lightning, nightmare, nondetection, phase door, polymorph any object, protection from good, protection from spells, shadow walk, sleep,Spell Resistance, spell turning, summon monster IX (evil creatures only), superior invisibility, teleport, time stop, true seeing, unholy aura, unholy blight.
Hecate’s Avatar casts her spell-like abilities at 30th level. Saving throws against Hecate’s Avatar’s spell-like abilities is DC 22 + spell level. The saving throw DC’s are Charisma-based.
Witch Spells(Sp) (0th-9th level): 6/9/9/9/9/8/8/8/6/4 Hecate’s Avatar casts spells as a 18th level Witch. Saving throws against Hecate’s Avatar’s Witch spells are DC 22 + spell level. The saving throw DC’s are Charisma-based.
Witch Spells Known 0th level: arcane mark, dancing lights, daze, detect magic, flare, ghost sound, mending, read magic, resistance.
- 1st level: charm person, doom, identify, sleep, ventriloquism
- 2nd level: blindness/deafness, detect thoughts, invisibility, minor image, speak with animals.
- 3rd level: 4 bestow curse, contagion, create food and water, suggestion.
- 4th level: charm monster, emotion, polymorph other, remove curse.
- 5th level: attraction, feeblemind, mirage arcana, nightmare.
- 6th level: baleful polymorph, geas quest, project image.
- 7th level: creeping doom, insanity, transport via plants.
- 8th level: horrid wilting, trap the soul.
- 9th level: wail of the banshee
Detect Poison (Sp): Hecate’s Avatar can Detect Poison at will as the spell.
Poison Touch (Ex): By concentrating for three rounds Hecate’s Avatar can produce a dose of poison that she can apply with a melee touch attack. (Fort DC 18 or else take 1d4 Strength or Dexterity damage, 1d2 Constitution damage, or 1d3 Intelligence, Wisdom, or Charisma damage, both initial and secondary).
Poisoner’s Art (Ex): Hecate’s Avatar can choose to delay the onset of any poison she creates up to 10 minutes or shorten the duration between initial and secondary damage to 5 rounds.
Quick Hands (Ex): Hecate’s Avatar recieves a +4 bonus on Sleight of Hand checks to plant poison without being seen.
Save Bonus Against Poison (Ex): Hecate’s Avatar receives a +4 bonus to her saving throws against poison.
Brew Epic Potion: (Epic) (Item Creation)
Prerequisites: Augmented Alchemy, Brew Potion, Craft (alchemy) +24, ability to cast 9th level arcane or divine spells
Benefit: You can create a potion of any 9th-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x ?its caster level x ?50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.
Normal: You can create potions only of 3rd level or lower spells.
Roleplaying Elements from
Liber Mysterium
The Netbook of Witches and Warlocks
By Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Full netbook can be found on the followng website
The Goddess of darkness, and the daughter of the Titans Perses and Asteria. Unlike Artemis, who represented the moonlight and splendor of the night, Hecate represented its darkness and its terrors. On moonless nights she was believed to roam the earth with a pack of ghostly, howling dogs.
She was the Goddess of sorcery and witchcraft and was especially worshiped by magicians and witches, who sacrificed black lambs and black dogs to her. As Goddess of the crossroads, Hecate and her pack of dogs were believed to haunt these remote spots, which seemed evil and ghostly places to travelers. In art Hecate is often represented with either three bodies or three heads and with serpents entwined about her neck.
Of all the deities who have covens, Hecate‘s covens are the most widespread and well known. Once a fairly benign Goddess in early Greek times, Hecate became the dread Greek-Roman Goddess of ghosts, a close confidante of Persephone and a patron of witches. The brutally wronged Hecuba of Troy was reincarnated as one of Hecate’s black dogs, which accompanied her on her night walks.
When Hades kidnaped Persephone in the later Greek myth, farseeing Hecate was the only one who witnessed it. Hecate was worshipped at three-way crossroads at night even by ordinary Greek families and could ward off ghosts if properly propitiated. But Romans also believed She had more sinister worshippers; the witches and sorceresses who could coerce even the gods to do their will.
Alignment: LE or LN
Areas of Influence: Ghosts, Magic, Moon, The Crossroads
Hecate, Goddess of Magic and the Crossroads

Greater Deity (Neutral)
Armor Class 28 (Divine Resilience)
Hit Points 2,100 (60d20 + 900)
Speed 60 ft., fly 120 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
28 (+9) | 30 (+10) | 30 (+10) | 34 (+12) | 36 (+13) | 40 (+15) |
Saving Throws
Str +18, Dex +19, Con +19, Int +21, Wis +22, Cha +24
Skills
Arcana +30, Insight +22, Perception +22, Religion +27, Stealth +19
Damage Resistances
All non-divine damage
Damage Immunities
Necrotic, Psychic, Radiant, Poison, Fire, Cold, Lightning, Thunder
Condition Immunities
All conditions
Senses
Truesight 240 ft., Divine Awareness, Passive Perception 35
Languages
All, Telepathy 500 ft.
Challenge 40 (1,000,000 XP)
Divine Traits
- Trifold Aspect. Hecate exists in three forms at once, each with her own mind and actions. She can take three full turns per round, one for each form.
- Master of Crossroads. Hecate can see every possible outcome of a decision. She has advantage on all saving throws, and creatures have disadvantage on saving throws against her spells.
- Goddess of Magic. Hecate is the source of all magic and may cast any spell at will, ignoring components, preparation, and limitations. All her spells are cast at 9th level or higher.
- Divine Presence. Any non-divine creature within 120 feet must succeed on a DC 30 Wisdom saving throw or be frightened or charmed for 1 minute (repeat save at the end of each turn).
- Lunar Dominion. Hecate’s power increases under the moon. In dim light or darkness, she regenerates 50 HP at the start of each turn and can teleport at will.
Spells
Hecate has access to all spells but frequently uses the following:
- At Will: Dispel Magic, Counterspell, Misty Step, Invisibility, Mage Hand, Minor Illusion, Toll the Dead
- 3/Day Each: Fireball, Chain Lightning, Greater Invisibility, Phantasmal Killer, Banishment, Planeshift, True Seeing
- 1/Day Each: Wish, Time Stop, Power Word Kill, Meteor Swarm, Mass Heal, Mind Blank, Divine Word, Reality Break, Gate
- Innate Magic: Any spell cast by Hecate is automatically heightened to its maximum effect.
Legendary Actions
Hecate can take 5 legendary actions per round, choosing from the options below. Only one action can be used at a time and only at the end of another creature’s turn.
- Witchfire (Costs 1 Action). Hecate summons a 30-ft. radius sphere of black fire at any point within 300 feet. Each creature inside must make a DC 30 Dexterity saving throw, taking 150 (30d10) necrotic damage on a failure or half on a success.
- Misty Veil (Costs 1 Action). Hecate briefly vanishes into the Shadowfell and reappears anywhere within 500 feet.
- Weave Unraveling (Costs 2 Actions). Hecate disrupts magic itself. All spells of 7th level or lower within 200 feet immediately end.
- Summon Night Hounds (Costs 2 Actions). Hecate summons 3 Shadow Mastiffs empowered by divine energy, acting on her initiative.
- Triplecast (Costs 3 Actions). Hecate casts three spells at once.
Mythic Actions (Upon dropping to 1,000 HP)
- Moonlit Rebirth. Hecate regains 500 HP and her aura expands to 300 feet. Enemies in the area take 100 radiant or necrotic damage.
- Chains of Fate. She targets up to 5 creatures, forcing a DC 32 Charisma save. On failure, they are paralyzed for 1 minute.
- Night of the Eclipse. Hecate plunges the area into supernatural darkness for 1 minute. Only divine beings can see within it.
Lair Actions
Hecate’s influence spreads through her domain, affecting the battlefield every round.
- At Initiative Count 20:
- All teleportation effects other than her own fail for 1 round.
- A spectral hound attacks a random enemy, dealing 10d10 necrotic damage.
- Any spell she casts this turn can’t be countered.
Regional Effects
The region within 10 miles of Hecate’s presence is warped by her divine magic, creating the following effects:
- Veil of the Crossroads. Paths and roads seem to shift unpredictably, leading travelers astray unless they succeed on a DC 25 Survival check.
- Eternal Twilight. The area is in a state of perpetual dusk or moonlight, preventing sunlight-based effects and empowering necrotic or illusion magic.
- Echoes of the Weave. Spells cast within the region have a 10% chance to be automatically heightened to their maximum effect.
- Haunting Whispers. The voices of spirits and lost souls can be heard at night, causing disadvantage on Wisdom (Perception) checks for those unaccustomed to the supernatural.
- Sanctuary of Witches. Spellcasters dedicated to Hecate can cast spells without requiring material components and regain all spell slots on a long rest.
Divine Equipment
- Keys of Hecate. Unlock any sealed door, including divine barriers and planar rifts.
- Torches of the Underworld. These divine flames can illuminate or shroud entire battlefields in darkness.
- Dagger of the Weave. This dagger ignores resistances and immunities to magic.
Followers & Worship
Hecate is revered by witches, mystics, and seekers of forbidden knowledge. Her priesthood, the Sisters of the Crossroads, performs moonlit rituals, guides lost souls, and protects sacred places where the veil between worlds is thin.
“Three faces, three paths, one truth. Choose wisely, mortal.”
Currently in the World

Under a moonlit sky in ancient Greece, Hecate strides silently among marble columns and shadowed groves, her three faces reflecting the secrets of past, present, and future. She moves with an otherworldly grace, guiding mortals who seek forbidden knowledge and protection at crossroads where destiny splits into countless paths.
As centuries pass, the world reshapes itself—empires rise and crumble, and the air thickens with both the weight of legends and the fervor of new ideas. During the Roman era, Hecate lingers in the bustling markets and secret alleys of the eternal city, her presence a whispered promise in the dark. In the quiet moments between the clamor of triumph and tragedy, she bestows cryptic blessings upon scholars and warriors alike, reminding them that every choice reverberates with ancient magic.
In medieval Europe, where superstition intertwines with the rigid dogmas of faith, Hecate walks unseen through fog-laden streets and overgrown forest paths. Amid the turmoil of crusades and the relentless grip of the Black Death, she becomes a silent confidante to those mourning lost souls and yearning for renewal. At the stroke of midnight, in secluded sanctuaries and abandoned chapels, she reveals hidden paths to heal the heart and kindle hope—a luminous key turning in locks that have long been rusted shut.
Now, as the mid-15th century dawns and whispers of a burgeoning Renaissance echo through Europe, Hecate stands at the precipice of transformation. She watches from the fringes as scholars dust off ancient scrolls and alchemists blend science with mysticism, fueling a new era of enlightenment. Her desires remain steadfast: to preserve the eternal balance between light and shadow, to nurture the spark of curiosity in a world awakening to its forgotten past, and to empower those brave enough to embrace the mysteries that lie just beyond the veil.
In every era, Hecate’s actions are not borne of malice but of a deep, abiding commitment to the cycle of life, death, and rebirth. With each whispered incantation and each subtle intervention, she affirms that every ending is merely the threshold of a new beginning, and that the dance between chaos and order is the heartbeat of the universe.