This site is games | books | films

Nemesis, Goddess of Divine Retribution and Vengeance

Nemesis
Midjourney
  • Pantheon: Greek Pantheon
  • Deity Title: Nemesis, Goddess of Divine Retribution and Vengeance
  • Deity Symbol: A pair of wings, often with a sword or scales
  • Home Plane: Olympus
  • Deity Level: Greater Deity
  • Alignment: Lawful Neutral
  • Aliases: Adrasteia, Rhamnousia
  • Superior: None
  • Traditional Allies: Nike, Themis
  • Traditional Foes: Hubris, Icarus, Hybris
  • Divine Artifact: The Wheel of Fortune, a magical device that allows Nemesis to manipulate the fate of mortals
  • Servants: Erinyes (Furies), Oinodaemon
  • Servitor Creatures: Griffins, Pegasus
  • Sacred Animal: Eagle
  • Manifestations: Nemesis often manifests as an eagle, a woman with wings, or as a vision of divine retribution.
  • Signs of Favor: A sense of justice being served, a feeling of balance being restored, or a stroke of good luck.
  • Worshipers: Soldiers, judges, lawyers, those seeking revenge or justice.
  • Cleric Alignments: Lawful Neutral, Lawful Good, Neutral Good.
  • Specialty Priests: Inquisitors, Vengeance Paladins, Divine Champions.
  • Holy Days: The Festival of Nemesis is celebrated on the 23rd of August.
  • Portfolio: Divine retribution, vengeance, justice, balance.
  • Domains: Law, Retribution, War.
  • Favored Weapon: Longsword
  • Favored Class: Paladin
  • Favored Race: Human
  • Duties of the Priesthood: To maintain balance and ensure justice is served. This may include serving as judges, seeking out wrongdoers, and providing guidance to those seeking revenge.
  • Major Cult/Temple Sites: The Temple of Nemesis in Rhamnous, Greece is the most famous.
  • Benefits: Priests of Nemesis gain the ability to sense lies and detect evil, and can call upon the goddess to strike down those who have committed wrongs. They may also receive visions of divine retribution or have their fate manipulated in their favor.

Nemesis is a complex deity, known throughout Greek mythology as the goddess of divine retribution and vengeance. As a figure of great power and influence, she is seen as a force to be reckoned with by both gods and mortals alike.

Her purpose in life is to ensure that balance is maintained in the world, punishing those who have committed wrongdoings and rewarding those who have earned their just rewards.

Nemesis is driven by a desire to see justice served, and she is not afraid to take on the gods themselves in order to achieve this goal. Her power is vast, and she wields it with skill and precision, striking down those who seek to upset the natural order of things.

Despite her fearsome reputation, Nemesis is not without compassion. She understands the importance of mercy and forgiveness, and will sometimes show clemency to those who have strayed from the path of righteousness. But make no mistake, those who cross her or upset the balance she strives to maintain will feel her wrath, and it will be swift and unrelenting.

Nemesis is a tall and imposing figure, with a regal bearing that commands respect. She has long, flowing hair that shimmers in the light, and piercing eyes that seem to look right through you. Her skin is flawless and seems to glow with an otherworldly radiance, giving her an almost ethereal appearance. Despite her beauty, there is an undeniable sense of strength and power in her every movement, a reminder that she is not to be trifled with.

In the end, Nemesis seeks nothing less than the preservation of order and balance in the world. She understands that there will always be those who seek to upset this delicate equilibrium, and she is willing to do whatever it takes to keep things on track. Whether it be through punishment, reward, or simply a gentle guiding hand, Nemesis will ensure that justice is served and balance is maintained.

Nemesis

Nemesis
Midjourney

Greater Deity, Lawful Neutral, Retribution, Balance

Armor Class: 30 (Divine Shield)

Hit Points: 800 (40d20+400)

Speed: 60 ft., fly 120 ft.

StatStrDexConIntWisCha
Score30 (+10)30 (+10)30 (+10)30 (+10)30 (+10)30 (+10)

Skills: Insight +30, Perception +30, Stealth +30

Senses: Truesight 120 ft., Passive Perception 40

Languages: All

Damage Resistances: All damage types except force, psychic, and radiant

Condition Immunities: All conditions

Saving Throws: Strength +30, Dexterity +30, Constitution +30, Intelligence +30, Wisdom +30, Charisma +30

Divine Awareness: She is aware of events within 100 miles of her presence.

Divine Aura: She exudes an aura that grants a +5 bonus to attack and damage rolls to allies and imposes a -5 penalty to attack and damage rolls to foes.

Divine Realm: Nemesis resides in the realm of Pylaeus, which reflects her portfolio of retribution and balance.

ACTIONS

  • Divine Spear: Melee Weapon Attack: +40 to hit, reach 20 ft., one target. Hit: 60 (4d12 + 10) piercing damage.
  • Divine Bow: Ranged Weapon Attack: +40 to hit, range 600/1200 ft., one target. Hit: 30 (3d10 + 10) piercing damage.
  • Divine Shield: Melee Weapon Attack: +40 to hit, reach 5 ft., one target. Hit: 50 (4d10 + 10) bludgeoning damage. While wielded, Nemesis has a +5 bonus to her AC.
  • Retribution: Nemesis chooses one creature within 100 ft. that has wronged another. That creature takes 100 (10d10 + 30) psychic damage and is paralyzed for 1 minute. A successful DC 30 Wisdom saving throw halves the damage and negates the paralysis.

LEGENDARY ACTIONS

Nemesis 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. Nemesis regains spent legendary actions at the start of her turn.

Divine Strike: Nemesis makes a Divine Spear or Divine Shield attack. Divine Intervention: Nemesis casts any spell without expending a spell slot. Retributive Strike (Costs 2 Actions): Nemesis chooses one creature within 100 ft. that has wronged another. That creature takes 200 (20d10 + 30) psychic damage and is paralyzed for 1 minute. A successful DC 30 Wisdom saving throw halves the damage and negates the paralysis.

SPELLS

Nemesis has access to all spells in the domains of Destruction, Protection, and War.

DIVINE ARTIFACT

Nemesis wields the Divine Shield, a legendary shield that grants her a +5 bonus to AC while wielded.

LAIR ACTIONS

Nemesis
Alfred Rethel (1816–1859) Title: Nemesis Date 1837
  • On initiative count 20 (losing initiative ties), Nemesis takes a lair action to cause one of the following effects:
  • All creatures within 120 ft. must make a DC 30 Wisdom saving throw or be afflicted with the Curse of Nemesis, granting a -5 penalty to attack rolls, saving throws, and ability checks for 1 minute. Nemesis can teleport up to 120 ft. to an unoccupied space that she can see within her realm. Nemesis can create a duplicate of herself within 120 ft. that lasts until the end of her next turn. The duplicate has all of Nemesis’ abilities and attacks, but only has 1 hit point.

In The world

Nemesis, the Goddess of Divine Retribution and Vengeance, strides through the celestial realm with purpose. Her divine eyes survey the world below, taking note of the wars and injustices that have been wrought upon mortals. She knows that balance must be maintained, and that those who have committed wrongdoing must face the consequences of their actions.

As she gazes, her heart grows heavy with the weight of the events that have transpired. The Byzantine Empire, a bastion of Christian power, has fallen to the Ottoman Turks. The once-great city of Constantinople now lies in ruins, its people scattered or enslaved. Nemesis feels a twinge of anger and sadness at the loss of life and culture that has occurred.

But she knows that her duty is to mete out retribution and balance, not to mourn what has been lost. And so, she descends from the heavens, taking on a human form to better observe the world of mortals.

Her first stop is the Ottoman Empire, where she witnesses the excesses of the new conquerors. She sees the brutality with which they treat their enemies and the subjugated peoples they have conquered. Nemesis takes note of those who have wronged others, marking them for future retribution.

Next, she travels to the lands of the former Byzantine Empire. There, she observes the chaos that has erupted in the wake of the city’s fall. Warlords and bandits roam the countryside, taking advantage of the power vacuum left by the Empire’s collapse. Nemesis takes note of those who have contributed to this instability, marking them for future retribution as well.

Through it all, Nemesis remains resolute in her mission. She knows that her actions will not bring back the lives lost or the cultures destroyed, but she believes that she can help restore balance to the world. And so, she continues on her path, seeking out those who have wronged others and bringing retribution upon them in the name of justice.

Scroll to Top