Kartikeya — God of War and Commander of the Divine Hosts
Kartikeya
Kartikeya, also known as Skanda, Murugan and Subrahmanya, is the youthful god of war and commander of the divine hosts, closely associated with the spear and the peacock.
Divine Family: Shiva · Parvati · Ganesha · Agni

Standing 16 ft. tall in front of you is a man. He has 12 arms, 10 of which hold a longsword. He wears a fancy robe and headdress of Indian origin. This deity is none other than Kartikeya, Vedic Demigod of War
At a Glance
Name: Kartikeya, Vedic Demigod of War
Titles:The Asura Killer, Fiend Hunter
Divine Rank: 5 (8 in Peacock Palace)
Symbol: Peacock
Home Plane: Peacock Palace
Alignment: Chaotic Good
Portfolio: Chaos, dueling, good, war
Worshippers: fighters, good asura, rangers
Cleric Alignments: NG, CG, CN
Domains: Chaos, Good, War
Favored Weapon: longsword
Kartikeya’s birth is told in several traditions. A common cycle begins with Shiva’s fiery seed or sparks, too powerful to be borne ordinarily; Agni and the sacred waters carry this divine force, and the child is associated with the six Krittikas, giving rise to his six-faced form. He grows into the commander of the divine armies and a destroyer of powerful asuras. The gods all congregated and agreed that Shiva should revive his son to combat this as they were too busy to do so themselves. Shiva returned to the Mortal Coil, to revive his son. Surpadman had plotted with Kama, the Vedic god of love, to shoot an arrow at Shiva to make him fall in love with his revived consort who now went under the guise of Parvati. This plan would have worked had Shiva not unleash the power of is third eye, which disintegrated Kama instantly. Shiva then planted the fiery seeds he obtained long ago into the ground and departed from the Mortal Coil to meditate once again.
No more then a few seconds had passed, when the seeds began to grow. Surapadman waited anxiously with legions of demons ready to go. Just then, six babies sprouted out from the earth. Surapadman laughed, turned to the heavens and said, “ Is this the best you can do against my wrath? If so then, this world will be mine in no time! All your worshippers will bow at my feet!” He continued to laugh, until the crying of the six babies interrupted him. He raised his sword to slay them, when the impossible happened. The babies began floating in mid-air and immediately fused themselves together as if an unseen force had willed it so. Surapadman’s laughter was now silenced by his gasp. The babies had formed a man that towered over the evil asura. He had 12 arms; 10 of which held longswords. With a flurry of blades coming his way, Surapadman was sliced into ribbons. His demonic army retreated back into the depths of The Abyss from whence they came. At that moment, Kartikeya became known and feared as a slayer of demons.
Kartikeya now serves the Vedic deities as a general of celestials, devas, and other good beings that he leads into battle against the forces of evil. Kartikeya has many allies across the multiverse, who share his passion to slay evil. Kartikeya is the commander of the divine hosts and a destroyer of powerful asuras. His closest divine relationships are with Shiva and Parvati, with Ganesha as his brother; Agni is important in several traditions surrounding his birth. His spear and peacock are among his most recognisable attributes, and his myths emphasise martial discipline, youthful power and victory over forces that threaten the gods.
Kartikeya’s sacred presence is strongly associated with mountain sanctuaries, martial vows, pilgrimage and the peacock. His divine household is not an imported northern outer-plane court: it belongs to the religious landscape of the Indian pantheon and the traditions that honour him as Skanda, Murugan and Subrahmanya.
Kartikeya is usually depicted as a youthful warrior bearing the spear, accompanied by or riding a peacock. Some traditions show him with six faces, recalling the six Krittikas associated with his birth.
D&D 3.5e Statblock
| Kartikeya | |
| Huge outsider (chaotic, extraplanar, good) | |
| fighter 20/ranger 25 | |
| Divine Rank | 5 (8 in Peacock Palace) |
| Hit Dice | 20d10+25d8+540 (940 hp) |
| Initiative | +18 |
| Speed | 80 ft. |
| Armor Class | 64 (+7 deflection, +10 Dexterity, +5 divine, +34 natural, -2 size) touch, flat-footed |
| Base Attack/Grapple | +42/+65 |
| Attack | +6 Huge keen longsword+65 melee (3d6+39/17-20/x2), or holy ray +55 ranged touch (10d10 holy/19-20/x2) |
| Full Attack | +6 Huge keen longsword (primary) +65/+60/+55/+50 melee (3d6+39/17-20/x2), and 9 +6 Huge keen longswords (secondary) +65/+60/+55 melee (3d6+39/17-20/x2), or 2 holy rays +55 ranged touch (10d10 holy/19-20/x2) |
| Space/Reach | 15 ft./15 ft. |
| Special Attacks | Animal companion (peacocks), camouflage, domain powers, spells, spell-like abilities, summon peacock |
| Special Qualities | Damage reduction 25/epic, good, and cold iron, divine aura (50 ft., Will DC 32), divine immunities, Endurance, energy resistance 25 to cold, evasion, fast healing 25, favored enemies (asuras+10, raksashas+8, evil outsiders+6, giants+4, Aberration+2), godly realm (Outer Plane: 5 miles), hide in plain sight, remote communication, Spell Resistance 59, swift tracker, Track, understand, speak, and read all languages, and speak directly to all beings within 5 miles, wild empathy, woodland stride |
| Saves | Fort +49, Ref +47, Will +27 |
| Abilities | Strength 40, Dexterity 31, Constitution 34, Intelligence 23, Wisdom 26, Charisma 25 |
| Skills | Balance +52, Bluff +49, Climb +57, Concentration +54, Escape Artist +52, Handle Animal +27, Intimidate +51, Jump +73, Knowledge (nature) +48, Knowledge (the planes) +48, Listen +50, Sense Motive +50, Spot +50, Survival +50, Tumble +32 |
| Feats | Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Great Multi-Weapon Fighting, Greater Weapon Focus (longsword), greater weapon specialization (longsword), Improved Critical (holy ray), Improved Disarm, Improved Feint, Improved Initiative, Improved Multi-Weapon Fighting, Improved Sunder, Improved Trip, lightning reflexes, Mobility, Mounted Combat, Multi-weapon Fighting, Power Attack, Ride-By Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack |
| Epic Feats | Dire Charge, Epic Fortitude, Epic Reflexes, Epic Weapon Focus (longsword), Epic Weapon Specialization (longsword), Improved Combat Reflexes, Improved Whirlwind Attack, Superior Initiative |
| Environment | Peacock Palace |
| Organization | Solitary (Unique), or pair (Kartikeya and Kartikkeya’s Peacock) |
| Challenge Rating | 40 |
| Treasure | Double Standard plus 10 +6 Huge keen longswords |
| Alignment | Chaotic Good |
Combat:
Divine Immunities: Kartikeya is immune to ability damage, ability drain, electricity, energy drain, fire, mind-affecting effects, and transmutation.
Domain Powers: CL +1 for chaotic spells; CL +1 for good spells; free Martial Weapon Proficiency and Weapon Focus with deity’s favored weapon.
Spells: Kartikeya casts spells as a 30th level ranger. DC 33 + spell level. He can prepare 5/5/5/5 ranger spells per day.
Spell-Like Abilities: CL 50, 51 for chaotic and good spells; DC 32 + spell level
At will – aid, animate objects, blade barrier, chaos hammer, cloak of chaos, dispel evil, dispel law, divine power, flame strike, holy aura, holy smite, holy word, magic circle against evil, magic circle against law, magic vestment, magic weapon, power word blind, power word kill, power word stun, protection from evil, protection from law, spiritual weapon, word of chaos, summon monster IX (chaotic and good creatures only)
Salient Divine Abilities: Alter Form, Alter Size, Divine Celerity, Divine Fast Healing ( 25), Energy Burst (50 ft. radius; 5d8 fire damage; Reflex save DC 37 halves damage), Holy Ray*
*Holy Ray (Unique Salient Divine Ability): As a ranged touch attack, Kartikeya can send out rays of holy energy from his two free hands. These rays deal 10d10 points of holy damage to evil creatures, while asura and raksashas take 10d12 points of holy damage. Those slain by these rays are disintegrated. Kartikeya can use the holy rays to also Heal a good creature up to 10d6 points of hit points with each ray.
Other Divine Powers
Senses: Kartikeya can see, hear, touch, and smell at a distance of 5 miles. As a standard action he can perceive anything within 5 miles of his worshipers, holy sites, objects, or any other location where one of his titles or names was spoken in the last hour. He can extend his senses up to 2 locations at once. He can block the sensing power of deities at his rank or lower at up to 2 remote locations at once for 5 hours.
Portfolio Sense: Kartikeya can sense any event involving his portfolios that affects 1000 or more creatures.
Automatic Actions: Kartikeya can use Intimidate, Jump, Knowledge (nature or the planes) as a free action if the DC of the task is 15 or lower. He can perform up to 2 such actions each round.
Create Magic Items: Kartikeya can create any magic item as long as the market price doesn’t exceed 4,500 gp.
Possessions: Kartikeya possesses 10 +6 Huge keen longswords. If he successfully strikes an evil outsider with any of them, he deals an extra 5d6 divine damage. Asuras and raksashas instead take 5d8 divine damage.
Kartikeya’s Peacock — D&D 3.5e Companion Statblock
| Kartikeya Peacock | |
| Huge magical beast (extraplanar, good) | |
| Hit Dice | 30d10+240 (540 hp) |
| Initiative | +21 |
| Speed | 80 ft., 160 ft. (perfect) |
| Armor Class | 46 (+7 deflection, +13 Dexterity, +18 natural, -2 size) touch 28, flat-footed 33 {20% miss chance} |
| Base Attack/Grapple | +30/+52 |
| Attack | Beak +42 melee (4d6+14/19-20/x2), or wing +42 melee (3d6+7 plus emerald shimmer/19-20/x2) |
| Full Attack | Beak +42/+37/+32/+27 melee (4d6+14/19-20/x2), and 2 wings +40 melee (3d6+7 plus emerald shimmer/19-20/x2), and 2 talons +42 melee (2d6+7) |
| Space/Reach | 15 ft./15 ft. |
| Special Attacks | Peck, screech, spell-like abilities |
| Special Qualities | Damage reduction 20/epic, good, and cold iron, Darkvision 60 ft. emerald shimmer, energy resistance 25 to acid, cold, electricity, fire, and sonic, fast healing 20, favored enemies (asuras+10, raksashas+8, evil outsiders+6, giants+4, Aberration+2), Low-Light Vision, Spell Resistance 33 |
| Saves | Fort +25, Ref +30, Will +15 |
| Abilities | Strength 38, Dexterity 36, Constitution 27, Intelligence 12, Wisdom 18, Charisma 25 |
| Skills | Balance +32, Intimidate +30, Jump +49, Listen +23, Spot +23 |
| Feats | Cleave, Dodge, Great Cleave, Improved Critical (beak, wing), Improved Initiative, Multiattack, Power Attack, Run, Spring Attack, Snatch |
| Epic Feats | Superior Initiative |
| Environment | Peacock Palace |
| Organization | Solitary (unique), or pair (Kartikeya and Kartikkeya’s Peacock) |
| Challenge Rating | 23 |
| Treasure | None |
| Alignment | Neutral Good |
You see standing before you, a massive peacock shrouded in shimmering emerald lights.
Combat:
Emerald Shimmer (Su): Kartikeya’s Peacock is constantly surrounded in a shimmer of emerald lights. This shimmer makes it hard for foes to attack it and its rider granting them both concealment. Additionally, evil creatures looking at the shimmer must succeed a Will save DC 32 or become dazed for 1 minute. Finally, since the emerald shimmers originates from Kartikeya’s Peacock’s wings, they can be used to severely weaken an evil creatures. Evil creatures struck by the wings must succeed a Fortitude save DC 32 or contract the disease known only as the Emerald Shimmer. If unsuccessful, the creature takes the effect of the disease immediately. Initial damage 2d6 Strength drain, secondary damage 2d6 Constitution drain. DCs are Charisma-based.
Peck (Ex):Kartikeya’s Peacock attacks with lightning speed. It can attack 4 times with its beak as a full-attack option with the normal –5 penalty.
Screech (Ex): Once every minute, Kartikeya’s Peacock can let out a loud screech, which terrifies evil creatures as well as damaging them. All evil creatures within 60 ft. of Kartikeya’s Peacock when it screeches takes 20d8 points of sonic damage. Reflex save DC 33 halves damage. They must also succeed a Will save DC 33 or become frightened for 2d6 rounds. DCs are Constitution-based.
Spell-Like Abilities: CL 30; DC17 + spell level
At will – bear’s endurance, bull’s strength, Cat’s Grace, Dispel Evil, greater teleport (self, rider, plus 1000 pounds), magic circle against evil, see invisibility
