Sarutahiko — Kami of Crossroads and the Heavenly Descent

Japanese Pantheon · Kami of Crossroads and the Heavenly Descent
At the crossroads between heaven and earth stands an alarming stranger who knows the route. Sarutahiko does not become a guide because he looks safe; he becomes one because Ame-no-Uzume has the courage to approach him and ask what he intends.
Sarutahiko at a Glance
Tradition
Japanese kami
Divine Standing
Divine Rank 12 · Epic CR 31 (custom campaign rules)
Portfolio
Crossroads, guidance, thresholds, confronting the unknown
Sacred Attributes
staff marking the branching of eight roads
Mythic Role
The bright-eyed guide of Ninigi in the Kojiki and Nihon Shoki, remembered at Ise and in traditions of roads, movement and thresholds.
Worship in the Present World
A roadside shrine can serve cart-drivers, pilgrims, messengers and anyone expected to choose a path with consequences. Its keepers know which bridge has fallen, whose claim on a ferry is disputed and which pass is unsafe after rain.
Sarutahiko’s favour is not a charm that instantly reveals the shortest route. Petitioners are asked to declare their purpose. A guide who conceals a dangerous turning is failing in a sacred duty.
What Sarutahiko Is Doing Now
A network of crossing shrines is disputing who has authority to close a mountain road after successive landslides. Sarutahiko’s guides know a safe alternative, but a toll lord insists the new route would invalidate his charter. Ame-no-Uzume’s mediators are among the few people both sides may hear.
Cleric Domains and Spell Access
Each edition panel now includes the deity’s complete personal Divine Spellcasting repertoire for this encounter. The separately linked cleric-domain guides contain the spells and subclass features granted to worshippers; those are not the deity’s own spell list. Original campaign conversions require GM approval.
- Travel Domain — Pathfinder 1e and D&D 3.5e.
- Knowledge Domain — 2014, Pathfinder 1e and D&D 3.5e rules; any 2024 treatment must be labelled as a campaign adaptation.
- Protection Domain — Site-original modern conversion, Pathfinder 1e and D&D 3.5e.
- Community Domain — Site-original modern conversion, Pathfinder 1e and D&D 3.5e.
Edition access: a 2014 or 2024 Cleric obtains the always-prepared spells of their actual, supported subclass at the printed Cleric levels. Pathfinder 1e and D&D 3.5e Clerics generally select two appropriate domains and use one additional domain spell slot per spell level they can cast. None of these traditions grants every spell from every associated domain automatically.
Divine Mechanics
The following are original epic campaign stat blocks rather than official published deity rules. Challenge ratings above 30 use custom epic benchmarks; do not treat them as ordinary 2014 encounter-building values.
Sarutahiko — D&D 2024
Large celestial (deity), neutral good
Armour Class 27 (divine protection) · Hit Points 620 · Speed 40 ft., fly 90 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 28 (+9) | 30 (+10) | 26 (+8) | 34 (+12) | 30 (+10) |
Saving Throws Dex +19, Wis +21, Cha +20; Skills Insight +21, Perception +21, Religion +19; Damage Resistances cold, psychic; Condition Immunities charmed, frightened; Senses truesight 180 ft., passive Perception 41; Languages all, telepathy 180 ft.; Challenge 31 (original epic campaign benchmark).
Traits
Legendary Resistance (5/Day). On a failed saving throw, the deity may succeed instead.
Magic Resistance. Advantage on saving throws against spells and magical effects.
Choose Your Road’s Vigilance. Sarutahiko cannot become lost by nonmagical means and knows the direction to any location he has previously reached on the same plane.
Divine Spellcasting — D&D 2024 (complete personal repertoire)
Sarutahiko’s own magic — original epic campaign rules, not an official published god. Wisdom, spell save DC 28, +20. Spell levels 0–5: at will. Levels 6–7: 3/day for each individual spell. Levels 8–9: 1/day for each individual spell. No spell slots or preparation limit. Cast using this edition’s ordinary actions, ranges, durations, level and Concentration limits; verbal/somatic components are waived, but consumed expensive materials must still be provided. One Concentration spell at a time. All 114 spells listed below belong to this encounter statblock; they combine broad divine magic with distinct Sarutahiko portfolio spells. These portfolio options are original, not automatically on the normal Cleric list or granted to worshippers. Spell entries from other books/editions need explicit GM-approved conversion. Existing legendary, mythic and supernatural powers remain separate abilities with their original usage limits.
| Spell level | Sarutahiko’s full personal repertoire |
|---|---|
| Cantrips | Guidance; Light; Mending; Resistance; Sacred Flame; Spare the Dying; Thaumaturgy |
| 1 | Bane; Bless; Command; Create or Destroy Water; Cure Wounds; Detect Evil and Good; Detect Magic; Detect Poison and Disease; Guiding Bolt; Healing Word; Inflict Wounds; Longstrider; Protection from Evil and Good; Purify Food and Drink; Sanctuary; Shield of Faith |
| 2 | Aid; Augury; Blindness/Deafness; Calm Emotions; Continual Flame; Enhance Ability; Find Traps; Gentle Repose; Hold Person; Lesser Restoration; Locate Object; Pass without Trace; Prayer of Healing; Protection from Poison; Silence; Spiritual Weapon; Warding Bond; Zone of Truth |
| 3 | Animate Dead; Beacon of Hope; Bestow Curse; Clairvoyance; Create Food and Water; Daylight; Dispel Magic; Glyph of Warding; Magic Circle; Mass Healing Word; Meld into Stone; Phantom Steed; Protection from Energy; Remove Curse; Revivify; Sending; Speak with Dead; Spirit Guardians; Tongues; Water Walk |
| 4 | Aura of Life; Banishment; Control Water; Death Ward; Divination; Freedom of Movement; Guardian of Faith; Locate Creature; Stone Shape |
| 5 | Commune; Contagion; Dispel Evil and Good; Flame Strike; Geas; Greater Restoration; Hallow; Insect Plague; Legend Lore; Mass Cure Wounds; Passwall; Planar Binding; Raise Dead; Scrying |
| 6 | Blade Barrier; Create Undead; Find the Path; Forbiddance; Harm; Heal; Heroes’ Feast; Planar Ally; True Seeing; Word of Recall |
| 7 | Conjure Celestial; Divine Word; Etherealness; Fire Storm; Plane Shift; Regenerate; Resurrection; Symbol; Teleport |
| 8 | Antimagic Field; Control Weather; Earthquake; Holy Aura; Mind Blank |
| 9 | Astral Projection; Foresight; Gate; Mass Heal; Power Word Heal; True Resurrection |
Actions
Multiattack. Three Staff of Eight Ways attacks.
Staff of Eight Ways. Ranged Spell Attack: +20 to hit, range 180 ft., one target. Hit: 37 (6d8 + 10) bludgeoning and force damage.
Choose Your Road (Recharge 5–6). Each hostile creature within 60 feet makes a Wisdom saving throw; on a failure its Speed is halved and it cannot move closer to a creature Sarutahiko protects until the end of its next turn. The saving throw DC is 28.
Open the Way (3/Day). Sarutahiko opens a safe path up to 120 feet long and 20 feet wide through existing terrain, ending non-artifact magical difficult terrain along that route for one minute.
Reactions
Turn at the Last Crossroad. When an ally within 60 feet would be forced to move, Sarutahiko allows that ally to remain in place instead.
Legendary Actions
Three legendary actions, one at the end of another creature’s turn; regain spent actions at the start of this deity’s turn.
- Move. Move up to half speed without provoking opportunity attacks.
- Staff of Eight Ways. Make one Staff of Eight Ways attack.
- Divine Reprieve (Costs 2). One ally within 60 feet ends the charmed or frightened condition and gains 15 temporary hit points.
Sarutahiko — D&D 2014
Large celestial (deity), neutral good
Armour Class 27 (divine protection) · Hit Points 620 · Speed 40 ft., fly 90 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 28 (+9) | 30 (+10) | 26 (+8) | 34 (+12) | 30 (+10) |
Saving Throws Dex +19, Wis +21, Cha +20; Skills Insight +21, Perception +21, Religion +19; Damage Resistances cold, psychic; Condition Immunities charmed, frightened; Senses truesight 180 ft., passive Perception 41; Languages all, telepathy 180 ft.; Challenge 31 (original epic campaign benchmark).
Traits
Legendary Resistance (5/Day). On a failed saving throw, the deity may succeed instead.
Magic Resistance. Advantage on saving throws against spells and magical effects.
Choose Your Road’s Vigilance. Sarutahiko cannot become lost by nonmagical means and knows the direction to any location he has previously reached on the same plane.
Divine Spellcasting — D&D 2014 (complete personal repertoire)
Sarutahiko’s own magic — original epic campaign rules, not an official published god. Wisdom, spell save DC 28, +20. Spell levels 0–5: at will. Levels 6–7: 3/day for each individual spell. Levels 8–9: 1/day for each individual spell. No spell slots or preparation limit. Cast using this edition’s ordinary actions, ranges, durations, level and Concentration limits; verbal/somatic components are waived, but consumed expensive materials must still be provided. One Concentration spell at a time. All 113 spells listed below belong to this encounter statblock; they combine broad divine magic with distinct Sarutahiko portfolio spells. These portfolio options are original, not automatically on the normal Cleric list or granted to worshippers. Spell entries from other books/editions need explicit GM-approved conversion. Existing legendary, mythic and supernatural powers remain separate abilities with their original usage limits.
| Spell level | Sarutahiko’s full personal repertoire |
|---|---|
| Cantrips | Guidance; Light; Mending; Resistance; Sacred Flame; Spare the Dying; Thaumaturgy |
| 1 | Bane; Bless; Command; Create or Destroy Water; Cure Wounds; Detect Evil and Good; Detect Magic; Detect Poison and Disease; Guiding Bolt; Healing Word; Inflict Wounds; Longstrider; Protection from Evil and Good; Purify Food and Drink; Sanctuary; Shield of Faith |
| 2 | Aid; Augury; Blindness/Deafness; Calm Emotions; Continual Flame; Enhance Ability; Find Traps; Gentle Repose; Hold Person; Lesser Restoration; Locate Object; Pass without Trace; Prayer of Healing; Protection from Poison; Silence; Spiritual Weapon; Warding Bond; Zone of Truth |
| 3 | Animate Dead; Beacon of Hope; Bestow Curse; Clairvoyance; Create Food and Water; Daylight; Dispel Magic; Glyph of Warding; Magic Circle; Mass Healing Word; Meld into Stone; Phantom Steed; Protection from Energy; Remove Curse; Revivify; Sending; Speak with Dead; Spirit Guardians; Tongues; Water Walk |
| 4 | Banishment; Control Water; Death Ward; Divination; Freedom of Movement; Guardian of Faith; Locate Creature; Stone Shape |
| 5 | Commune; Contagion; Dispel Evil and Good; Flame Strike; Geas; Greater Restoration; Hallow; Insect Plague; Legend Lore; Mass Cure Wounds; Passwall; Planar Binding; Raise Dead; Scrying |
| 6 | Blade Barrier; Create Undead; Find the Path; Forbiddance; Harm; Heal; Heroes’ Feast; Planar Ally; True Seeing; Word of Recall |
| 7 | Conjure Celestial; Divine Word; Etherealness; Fire Storm; Plane Shift; Regenerate; Resurrection; Symbol; Teleport |
| 8 | Antimagic Field; Control Weather; Earthquake; Holy Aura; Mind Blank |
| 9 | Astral Projection; Foresight; Gate; Mass Heal; Power Word Heal; True Resurrection |
Actions
Multiattack. Three Staff of Eight Ways attacks.
Staff of Eight Ways. Ranged Spell Attack: +20 to hit, range 180 ft., one target. Hit: 37 (6d8 + 10) bludgeoning and force damage.
Choose Your Road (Recharge 5–6). Each hostile creature within 60 feet makes a Wisdom saving throw; on a failure its Speed is halved and it cannot move closer to a creature Sarutahiko protects until the end of its next turn. The saving throw DC is 28.
Open the Way (3/Day). Sarutahiko opens a safe path up to 120 feet long and 20 feet wide through existing terrain, ending non-artifact magical difficult terrain along that route for one minute.
Reactions
Turn at the Last Crossroad. When an ally within 60 feet would be forced to move, Sarutahiko allows that ally to remain in place instead.
Legendary Actions
Three legendary actions, one at the end of another creature’s turn; regain spent actions at the start of this deity’s turn.
- Move. Move up to half speed without provoking opportunity attacks.
- Staff of Eight Ways. Make one Staff of Eight Ways attack.
- Divine Reprieve (Costs 2). One ally within 60 feet ends the charmed or frightened condition and gains 15 temporary hit points.
Sarutahiko — Pathfinder 1e
Large outsider (deity, mythic), neutral good; CR 31, mythic rank 7 (original epic campaign creature)
Init +13; Senses true seeing 180 ft., Perception +36; AC 41, touch 30, flat-footed 32; hp 620; Fort +30, Ref +31, Will +33; DR 15/epic; SR 42; Speed 40 ft., fly 90 ft. (perfect).
Str 24, Dex 28, Con 30, Int 26, Wis 34, Cha 30; Base Atk +34; Melee divine weapon +38/+33/+28/+23 (Staff of Eight Ways: 4d8+7 plus 4d6 elemental damage); Ranged Staff of Eight Ways +37 touch (10d6 bludgeoning and force, 180 ft.).
Skills Knowledge (religion) +38, Perception +36, Sense Motive +37; Feats Improved Initiative, Combat Casting, Iron Will.
Mythic Power (Su) 17/day; Surge +1d10: as an immediate action after a d20 roll, expend one use to add the surge die. This encounter’s divine abilities extend Pathfinder mythic monster rules as an original campaign adaptation, not published Paizo statistics.
Choose Your Road (Su). Each hostile creature within 60 feet makes a Wisdom saving throw; on a failure its Speed is halved and it cannot move closer to a creature Sarutahiko protects until the end of its next turn. Will DC 30; a one-round duration; three uses per day.
Open the Way (Su). Sarutahiko opens a safe path up to 120 feet long and 20 feet wide through existing terrain, ending non-artifact magical difficult terrain along that route for one minute. Three uses daily.
Divine Spellcasting — Pathfinder 1e (complete personal repertoire)
Sarutahiko’s own magic — original epic campaign rules, not an official published god. Wisdom, caster level 31, saving throw DC 22 + spell level (original mythic/epic spell-like ability rules). Spell levels 0–5: at will. Levels 6–7: 3/day for each individual spell. Levels 8–9: 1/day for each individual spell. No conventional spell slots. Spell-like abilities generally use a standard action unless the source requires longer; use Pathfinder 1e rules for range, duration, spell resistance, concentration and caster-level scaling. Costly consumed material components remain required for major magic. All 125 spells listed below belong to this encounter statblock; they combine broad divine magic with distinct Sarutahiko portfolio spells. These portfolio options are original, not automatically on the normal Cleric list or granted to worshippers. Spell entries from other books/editions need explicit GM-approved conversion. Existing legendary, mythic and supernatural powers remain separate abilities with their original usage limits.
| Spell level | Sarutahiko’s full personal repertoire |
|---|---|
| Orisons (0) | Create Water; Cure Minor Wounds; Detect Magic; Detect Poison; Guidance; Light; Mending; Purify Food and Drink; Read Magic; Resistance; Stabilize; Virtue |
| 1 | Bane; Bless; Command; Comprehend Languages; Cure Light Wounds; Detect Evil; Detect Undead; Divine Favor; Doom; Endure Elements; Longstrider; Obscuring Mist; Protection from Evil; Remove Fear; Sanctuary; Shield of Faith |
| 2 | Aid; Augury; Calm Emotions; Cure Moderate Wounds; Delay Poison; Detect Thoughts; Enthrall; Find Traps; Gentle Repose; Hold Person; Lesser Restoration; Locate Object; Resist Energy; Shield Other; Silence; Sound Burst; Spiritual Weapon; Status; Suggestion; Zone of Truth |
| 3 | Bestow Curse; Blindness/Deafness; Contagion; Cure Serious Wounds; Daylight; Dispel Magic; Fly; Magic Circle against Evil; Prayer; Protection from Energy; Remove Curse; Remove Disease; Speak with Dead |
| 4 | Air Walk; Cure Critical Wounds; Death Ward; Dimensional Anchor; Dismissal; Divination; Freedom of Movement; Neutralize Poison; Restoration; Sending; Tongues |
| 5 | Atonement; Break Enchantment; Breath of Life; Commune; Flame Strike; Greater Command; Hallow; Mass Cure Light Wounds; Passwall; Raise Dead; Righteous Might; Scrying; Teleport; True Seeing; Wall of Stone |
| 6 | Blade Barrier; Find the Path; Forbiddance; Greater Dispel Magic; Harm; Heal; Heroes’ Feast; Mass Cure Moderate Wounds; Planar Ally; True Seeing; Undeath to Death; Word of Recall |
| 7 | Destruction; Ethereal Jaunt; Greater Restoration; Greater Scrying; Greater Teleport; Holy Word; Legend Lore; Mass Cure Serious Wounds; Regenerate; Resurrection |
| 8 | Discern Location; Earthquake; Fire Storm; Greater Planar Ally; Holy Aura; Mass Cure Critical Wounds; Shield of Law |
| 9 | Etherealness; Foresight; Gate; Mass Heal; Miracle; Prismatic Sphere; Storm of Vengeance; Summon Monster IX; True Resurrection |
Sarutahiko — D&D 3.5e
Large outsider (deity), neutral good, Divine Rank 12; Epic Encounter Level 31 is a campaign benchmark, not a sourcebook stat block.
Hit Dice 31d8 + 310 (449 hp, campaign average); Initiative +13; Speed 40 ft., fly 90 ft. (perfect); AC 51, touch 30, flat-footed 42; Base Attack +31; Grapple +50; Melee divine weapon +50 (4d8+7 plus 4d6 divine energy); Space/Reach 10 ft./10 ft..
Fort +53, Ref +52, Will +55; Str 24, Dex 28, Con 30, Int 26, Wis 34, Cha 30; Skills Knowledge (religion) +51, Sense Motive +55, Spot +55; Feats Combat Casting, Improved Initiative, Iron Will.
Divine Aura up to 1200 ft.; Will DC 32 to resist awe or dread. Divine Fast Healing 32 hp/round (Con 30 qualifies). Divine Shield and Rejuvenation follow the SRD’s rank limits and requirements. Choose Your Road (Su): original campaign ability; Each hostile creature within 60 feet makes a Wisdom saving throw; on a failure its Speed is halved and it cannot move closer to a creature Sarutahiko protects until the end of its next turn. Will DC 34.
These combat bonuses extend basic divine-rank conventions for a campaign deity encounter. Audit all epic arithmetic and opposing CRs before introducing the deity to play.
Divine Spellcasting — D&D 3.5e (complete personal repertoire)
Sarutahiko’s own magic — original epic campaign rules, not an official published god. Wisdom, caster level 31, saving throw DC 22 + spell level (original mythic/epic spell-like ability rules). Spell levels 0–5: at will. Levels 6–7: 3/day for each individual spell. Levels 8–9: 1/day for each individual spell. No conventional spell slots. Spell-like abilities generally use a standard action unless the source requires longer; use D&D 3.5e rules for range, duration, spell resistance, concentration and caster-level scaling. Costly consumed material components remain required for major magic. All 133 spells listed below belong to this encounter statblock; they combine broad divine magic with distinct Sarutahiko portfolio spells. These portfolio options are original, not automatically on the normal Cleric list or granted to worshippers. Spell entries from other books/editions need explicit GM-approved conversion. Existing legendary, mythic and supernatural powers remain separate abilities with their original usage limits.
| Spell level | Sarutahiko’s full personal repertoire |
|---|---|
| Orisons (0) | Create Water; Cure Minor Wounds; Detect Magic; Detect Poison; Guidance; Inflict Minor Wounds; Light; Mending; Purify Food and Drink; Read Magic; Resistance; Virtue |
| 1 | Bane; Bless; Bless Water; Cause Fear; Command; Comprehend Languages; Cure Light Wounds; Detect Evil; Detect Secret Doors; Detect Undead; Divine Favor; Doom; Endure Elements; Entropic Shield; Longstrider; Obscuring Mist; Protection from Evil; Remove Fear; Sanctuary; Shield of Faith |
| 2 | Aid; Augury; Calm Emotions; Cure Moderate Wounds; Delay Poison; Detect Thoughts; Enthrall; Find Traps; Gentle Repose; Hold Person; Lesser Restoration; Locate Object; Owl’s Wisdom; Resist Energy; Shield Other; Silence; Sound Burst; Spiritual Weapon; Status; Suggestion; Zone of Truth |
| 3 | Bestow Curse; Blindness/Deafness; Clairaudience/Clairvoyance; Contagion; Cure Serious Wounds; Daylight; Dispel Magic; Fly; Glyph of Warding; Magic Circle against Evil; Prayer; Protection from Energy; Remove Curse; Remove Disease; Speak with Dead |
| 4 | Air Walk; Cure Critical Wounds; Death Ward; Dimensional Anchor; Dismissal; Divination; Freedom of Movement; Neutralize Poison; Restoration; Sending; Spell Immunity; Tongues |
| 5 | Atonement; Break Enchantment; Commune; Flame Strike; Greater Command; Hallow; Mass Cure Light Wounds; Passwall; Raise Dead; Righteous Might; Scrying; Teleport; True Seeing; Wall of Stone |
| 6 | Blade Barrier; Find the Path; Forbiddance; Geas/Quest; Harm; Heal; Heroes’ Feast; Mass Cure Moderate Wounds; Planar Ally; True Seeing; Undeath to Death; Wind Walk; Word of Recall |
| 7 | Destruction; Ethereal Jaunt; Greater Restoration; Greater Scrying; Greater Teleport; Holy Word; Legend Lore; Mass Cure Serious Wounds; Regenerate; Resurrection |
| 8 | Discern Location; Earthquake; Fire Storm; Greater Planar Ally; Holy Aura; Mass Cure Critical Wounds; Shield of Law |
| 9 | Astral Projection; Etherealness; Foresight; Gate; Mass Heal; Miracle; Prismatic Sphere; Storm of Vengeance; True Resurrection |
Relationships and Divine Politics
The heavenly assembly first sees Sarutahiko as an extraordinary and perhaps dangerous being. Ame-no-Uzume goes to question him, and he leads Ninigi’s descent. Later Sarutahiko returns toward Ise. The Kojiki records his death when a giant clam catches his hand during fishing at Azaka; the story connects a guide of crossroads with a fatal mistake at sea. The source does not establish that he and Ame-no-Uzume are always spouses: their recorded relationship is principally about the descent and its guidance.
Related gods: Ame-no-Uzume · Amaterasu
Where Worship Is Found
The upper Isuzu River and the environs of Ise give Sarutahiko a particular presence. Campaign roadside precincts may also claim his protection, but should not all be invented as ancient, identical institutions.
Omens and Adventures
- The road that moved. A stretch of the road to Ise now deposits travellers on the opposite riverbank. The apparent miracle masks the removal of a bridge marker by an officer collecting illegal tolls.
- The drowned guide. Three fishermen find a giant clam containing an old shrine token. A village claims Sarutahiko himself is returning; the shrine keeper suspects a family trying to reclaim its lost river rights.
- Who gets to enter. A foreign envoy reaches a shrine at the edge of a disputed pass. Their peaceful papers appear genuine, but two rival guards claim authority to search the baggage.
Mythological and Historical Context
In the classical descent stories Sarutahiko’s imposing appearance alarms the heavenly assembly, prompting Ame-no-Uzume to question him. His role as guide is clear; the precise character of their later relationship differs among accounts. The Kojiki also recounts the giant clam that drowns him at Azaka. That unusual ending links the threshold guide to a real peril of the shore, not to an invented universal god of every road.
Sources and Licensing
- Kokugakuin University, Encyclopedia of Shinto — Sarutahiko
- Sarutahiko at sea and his three names
- D&D 3.5e divine SRD
- Pathfinder 1e Mythic creatures
Edition-specific divine statistics and supernatural abilities are original SpiralWorlds campaign conversions. Pathfinder and D&D 3.5e SRD links are provided for reference to their rules; no claim is made that these gods have official four-edition stat blocks.
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