Arduinna — Goddess of the Ardennes Wilds

Arduinna watches a boar and a woodland path from a high Ardennes ridge.
Arduinna watches a boar and a woodland path from a high Ardennes ridge.

At a Glance

IdentityDetails
NameArduinna
TraditionLocal cults of the Low Countries and Lower Rhine; connected Ardennes borderland
Sacred countryThe wooded heights and ravines of the Ardennes
Divine concernsThe forested heights, wild animals, restraint in the hunt and safe passage through the woods
Recognisable signsThe wooded ridge; bow and free-roaming boar in the campaign depiction
WorshippersHunters, foresters, charcoal burners, guides and people living at the forest’s edge
Campaign alignmentTrue Neutral
Domain pathsAnimal, Plant

On the ridge above the ravine, Arduinna lowers her bow and lets the boar pass. Behind her, a lost traveller finally sees the path. The goddess of the Ardennes knows the difference between taking food from the forest and treating every living thing in it as a trophy.

Arduinna in the Living World

Her country is steep, wet and larger on foot than it looks from a map. Oak and beech close over ravines; old tracks disappear beneath leaves; a charcoal burner’s smoke can be the only sign that someone lives nearby. Arduinna moves through it with the ease of a person walking through her own house.

The guide Colart keeps a shelter where the ridge path divides. He leaves a bell for travellers to ring when mist hides the ravine’s edge. Arduinna sometimes comes to the shelter with a cut hand or a torn cloak, testing whether people offer help before they ask a stranger’s value. She repays care with a clear path or a warning about the next bend.

She accepts a necessary hunt and respects skill used cleanly. She opposes wasteful killing, traps left to injure without being checked and fires set to drive beasts into a slaughter. Baduhenna’s grove is a separate northern sanctuary; Arduinna’s wide wooded heights have their own ways, people and dangers.

Worship and Sacred Places

Hunters thank the forest for a meal, use what they take and leave breeding animals in peace. Guides maintain a shelter or clear a dangerous fallen branch. At Colart’s refuge, a traveller may leave dried food rather than money. These practices belong to the campaign. The famous image of a woman riding a boar is not secure evidence for Arduinna, and her present depiction does not depend on that identification.

Meeting Arduinna

She may lead a party by walking just ahead between the trees. Keeping up requires attention, not an impossible chase. She can be bargained with for a route, a missing person’s trail or the chance to leave a hunted creature in peace. She does not promise that the shortest path is the safest. When she is angry, hunters find every trophy animal looking back with human understanding before it escapes.

Adventures

The Bell Below the Ridge

Colart’s warning bell sounds from the bottom of a ravine while still hanging at the shelter. A trapped traveller has found an older path that emerges at a different season. The party can descend, follow the ringing through the roots or guide the traveller’s companions to the safe entrance. Rushing the unstable cliff brings a rescue fight; accepting the longer path saves everyone but costs precious time.

The Boar with the Silver Collar

A lord’s hunters pursue a boar wearing a silver collar made from stolen sanctuary gifts. The animal leads the party toward a snare line holding other creatures. They can remove the collar, rescue the trapped beasts or expose the hunting master who sold the gifts. Killing the boar wins the lord’s prize but leaves the forest’s anger and the theft unresolved.

Divine Presence and Defeat

The visible figure is a manifestation through which the divine power can act among mortals. Its defeat ends that appearance and leaves the local cult without direct intervention for thirty days; it does not kill the god or erase worshippers’ memories. Destroying a shrine can damage a community and close a meeting place, but is not a reliable way to destroy divinity.

An ordinary intervention begins with a warning, a mortal worshipper or the blessing described below. A personal appearance follows when the sanctuary or people within this deity’s care face a danger their own efforts cannot contain. Bargaining, retreat and fulfilling the god’s stated purpose remain possible during an encounter.

Divine Powers and Cleric Traditions

Campaign rules: All manifestation statistics and divine abilities below are original, unofficial and unplaytested. Challenge ratings are provisional encounter estimates, not a measure of the god’s full power. Each edition is self-contained. A creature must be within range and visible where a power requires sight; a power cannot move it into an unsafe or occupied space. Ordinary spell and condition rules apply.

Arduinna — Manifestation

Medium Celestial (Deity), True Neutral

AC 24 (divine ward); HP 540 (40d8 + 360); Speed 50 ft., climb 40 ft.; Initiative +10 (20)

AbilityScoreModifierSave
STR24+7+7
DEX30+10+18
CON28+9+17
INT24+7+7
WIS28+9+17
CHA24+7+15

Skills Insight +17, Perception +17, Religion +15, Survival +17; Senses Truesight 60 ft., Passive Perception 27; Languages French, Walloon, Middle Dutch, Latin; Telepathy 120 ft.

Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 26 (provisional); Proficiency Bonus +8. Divine comprehension allows communication through Telepathy without granting a universal spoken language.

Traits

Legendary Resistance (3/Day). After failing a saving throw, the manifestation can choose to succeed instead.

Magic Resistance. Advantage on saving throws against spells and other magical effects.

At Home in the Heights. She ignores Difficult Terrain from natural plants and rubble and can climb without an ability check on natural stone or living trees. She knows the direction of a bleeding creature within 120 feet, but not its identity or exact space.

Divine Strikes. The manifestation uses Dexterity for its supernatural attack and power save DC 26. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.

Actions

Multiattack. The manifestation makes three Thornflight attacks.

Thornflight. Melee Attack Roll: +18, reach 10 ft., one target. Hit: 37 (5d10 + 10) Piercing damage.

The Hunt Turns (3/Day). Enemies in a 30-foot-radius circle she can see within 120 feet make Dexterity saving throws, taking 66 (12d10) Piercing damage on a failure or half on a success. A failed save also reduces a creature’s Speed to zero until the end of its next turn as roots catch its feet. Flying creatures take the damage but suffer no Speed reduction. Any saving throw or escape check in this power has DC 26.

Bonus Actions

The Ridge Path. She moves up to half her Speed without provoking Opportunity Attacks. During this movement she can pass through spaces occupied by nonmagical plants.

Reactions

The Branch Deflects. When a ranged attack targets her or an ally she can see within 30 feet, she imposes Disadvantage on the roll before it is made.

Legendary Actions

Legendary Action Uses: 3. After another creature’s turn, the manifestation may expend one use for one option below. It regains all uses at the start of its turn and cannot use more than one option after the same turn.

Advance. Move up to half its Speed without provoking Opportunity Attacks. Divine Strike. Make one Thornflight attack. Grant Shelter. One willing creature within 30 feet gains 15 Temporary Hit Points. Grant Shelter can be used only once before the manifestation’s next turn.

Clerics and Domain Spells

War Domain. This is a follower’s subclass, separate from the deity’s personal powers. Use its 2024 features and Cleric progression. The spells below are always prepared when the cleric reaches the stated level; they count as Cleric spells and do not use prepared-spell choices.

Cleric levelDomain spells
3Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon
5Crusader’s Mantle, Spirit Guardians
7Fire Shield, Freedom of Movement
9Hold Monster, Steel Wind Strike

Cleric rules. The holy sign can be a small votive image reflecting this local cult. The deity’s own encounter abilities are not granted to clerics.

Arduinna — Manifestation

Medium Celestial (Deity), True Neutral

Armor Class 24 (divine ward); Hit Points 540 (40d8 + 360); Speed 50 ft., climb 40 ft.; Initiative +10

STRDEXCONINTWISCHA
24 (+7)30 (+10)28 (+9)24 (+7)28 (+9)24 (+7)

Saving Throws Dex +18, Con +17, Wis +17, Cha +15

Skills Insight +17, Perception +17, Religion +15, Survival +17; Senses Truesight 60 ft., Passive Perception 27; Languages French, Walloon, Middle Dutch, Latin; Telepathy 120 ft.

Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 26 (provisional); Proficiency Bonus +8. Divine comprehension allows communication through Telepathy without granting a universal spoken language.

Traits

Legendary Resistance (3/Day). After failing a saving throw, the manifestation can choose to succeed instead.

Magic Resistance. Advantage on saving throws against spells and other magical effects.

At Home in the Heights. She ignores Difficult Terrain from natural plants and rubble and can climb without an ability check on natural stone or living trees. She knows the direction of a bleeding creature within 120 feet, but not its identity or exact space.

Divine Strikes. The manifestation uses Dexterity for its supernatural attack and power save DC 26. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.

Actions

Multiattack. The manifestation makes three Thornflight attacks.

Thornflight. Melee Spell Attack: +18 to hit, reach 10 ft., one target. Hit: 37 (5d10 + 10) Piercing damage.

The Hunt Turns (3/Day). Enemies in a 30-foot-radius circle she can see within 120 feet make Dexterity saving throws, taking 66 (12d10) Piercing damage on a failure or half on a success. A failed save also reduces a creature’s Speed to zero until the end of its next turn as roots catch its feet. Flying creatures take the damage but suffer no Speed reduction. Any saving throw or escape check in this power has DC 26.

Bonus Actions

The Ridge Path. She moves up to half her Speed without provoking Opportunity Attacks. During this movement she can pass through spaces occupied by nonmagical plants.

Reactions

The Branch Deflects. When a ranged attack targets her or an ally she can see within 30 feet, she imposes Disadvantage on the roll before it is made.

Legendary Actions

The manifestation has 3 legendary actions, regaining them at the start of its turn. It may take one option at the end of another creature’s turn. Advance (1 action): Move up to half its speed without provoking opportunity attacks. Divine Strike (1 action): Make one Thornflight attack. Grant Shelter (2 actions): Up to three willing creatures within 30 feet each gain 15 temporary hit points.

Clerics and Domain Spells

Nature Domain. This is a follower’s subclass, separate from the deity’s personal powers. Use its 2014 features and Cleric progression. The spells below are always prepared when the cleric reaches the stated level; they count as Cleric spells and do not use prepared-spell choices.

Cleric levelDomain spells
1Animal Friendship, Speak with Animals
3Barkskin, Spike Growth
5Plant Growth, Wind Wall
7Dominate Beast, Grasping Vine
9Insect Plague, Tree Stride

Cleric rules. The holy sign can be a small votive image reflecting this local cult. The deity’s own encounter abilities are not granted to clerics.

Arduinna — Manifestation

Medium outsider (extraplanar), true neutral; CR 22 (provisional original encounter)

Initiative +14; Senses darkvision 60 ft.; Perception +50

Defense

AC 45, touch 27, flat-footed 34 (+10 Dex, +18 natural, +6 deflection, +1 dodge); hp 406 (28d10+252); Saves Fort +20, Ref +28, Will +27.

DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 33; fast healing 15.

Offense

Speed 50 ft., climb 40 ft.; Attack slam +36 melee (6d8+7 plus 4d8 divine force/19–20); Full attack 2 slams +36 melee (6d8+7 plus 4d8 divine force/19–20); Space/Reach 5 ft./10 ft. (supernatural reach).

The Hunt Turns (Su, 3/day). Standard action. In a 30-foot-radius spread within 120 feet, enemies take 20d6 piercing damage, Reflex half. Those failing and standing on the ground are unable to leave their squares for 1 round; a standard-action Strength check against the save DC releases them early. Flying creatures are not pinned. Save DC 34; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Dexterity modifier.

At Home in the Heights (Su). She moves through natural undergrowth without penalty and has a +8 racial bonus on Climb checks. Scent allows her to track bleeding creatures within 120 feet, using the edition’s normal scent and tracking rules.

The Branch Deflects (Su). Once per round as an immediate action, impose a –4 penalty on a ranged attack against herself or an ally within 30 feet before the roll is made.

Divine Armament (Su). The enlarged impact, force damage and reach of the slams are inherent campaign divine abilities, not size-based natural-weapon progression. They count as epic weapons for overcoming damage reduction. These powers do not grant spell slots or additional spell-like abilities.

Statistics

Abilities Str 24, Dex 30, Con 28, Int 24, Wis 28, Cha 24; Base Attack +28; CMB +35; CMD 62.

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam), Skill Focus (Perception), Skill Focus (Sense Motive), Improved Critical (slam), Skill Focus (Diplomacy), Skill Focus (Knowledge [religion]) (14 racial-HD feat slots).

Skills Diplomacy +44, Knowledge (religion) +44, Perception +50, Sense Motive +50, Profession (shrine keeper) +40, Survival +40, Swim +35, Stealth +41, Climb +43. Listed skills have ranks equal to Hit Dice. Outsider class skills include Bluff, Craft, Knowledge (planes), Perception, Sense Motive and Stealth; the four additional racial class skills are Diplomacy, Knowledge (religion), Profession and Survival.

Languages French, Walloon, Middle Dutch, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment The wooded heights and ravines of the Ardennes; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.

Clerics and Domain Spells

Domains: Animal, Plant. A cleric chooses two, subject to the edition’s normal alignment rules. These are follower grants, not additional spells known by the manifestation.

Granted powers: Animal: Speak with Animals and Animal Companion; Plant: Wooden Fist and Bramble Armor. Use the level scaling and daily resources in the linked Pathfinder Cleric rules.

Spell levelAnimalPlant
1Calm AnimalsEntangle
2Hold AnimalBarkskin
3Dominate AnimalPlant Growth
4Summon Nature’s Ally IV (animals only)Command Plants
5Beast Shape III (animals only)Wall of Thorns
6Antilife ShellRepel Wood
7Animal ShapesAnimate Plants
8Summon Nature’s Ally VIII (animals only)Control Plants
9ShapechangeShambler

Full edition-native domain rules.

Arduinna — Manifestation

Medium outsider (extraplanar), true neutral; CR 22 (provisional original encounter)

Initiative +14; Senses darkvision 60 ft.; Listen/Spot +42

Defense

AC 44, touch 26, flat-footed 34 (+10 Dex, +18 natural, +6 deflection); hp 378 (28d8+252); Saves Fort +27, Ref +28, Will +27.

DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 33; fast healing 15. Dodge grants a further +1 dodge bonus to AC against one designated opponent; it is not included in the base AC.

Offense

Speed 50 ft., climb 40 ft.; Attack slam +36 melee (6d8+7 plus 4d8 divine force); Full attack 2 slams +36 melee (6d8+7 plus 4d8 divine force); Space/Reach 5 ft./10 ft. (supernatural reach).

The Hunt Turns (Su, 3/day). Standard action. In a 30-foot-radius spread within 120 feet, enemies take 20d6 piercing damage, Reflex half. Those failing and standing on the ground are unable to leave their squares for 1 round; a standard-action Strength check against the save DC releases them early. Flying creatures are not pinned. Save DC 34; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Dexterity modifier.

At Home in the Heights (Su). She moves through natural undergrowth without penalty and has a +8 racial bonus on Climb checks. Scent allows her to track bleeding creatures within 120 feet, using the edition’s normal scent and tracking rules.

The Branch Deflects (Su). Once per round as an immediate action, impose a –4 penalty on a ranged attack against herself or an ally within 30 feet before the roll is made.

Divine Armament (Su). The enlarged impact, force damage and reach of the slams are inherent campaign divine abilities, not size-based natural-weapon progression. They count as epic weapons for overcoming damage reduction. These powers do not grant spell slots or additional spell-like abilities.

Statistics

Abilities Str 24, Dex 30, Con 28, Int 24, Wis 28, Cha 24; Base Attack +28; Grapple +35.

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam), Skill Focus (Sense Motive) (10 racial-HD feat slots).

Skills Diplomacy +38, Knowledge (religion) +38, Listen +42, Spot +42, Sense Motive +43, Profession (shrine keeper) +40, Survival +40, Swim +38, Hide +41, Climb +46. Listed skills have ranks equal to Hit Dice + 3. Other skills are untrained; unspent skill points are not included in the listed modifiers.

Languages French, Walloon, Middle Dutch, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment The wooded heights and ravines of the Ardennes; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.

Clerics and Domain Spells

Domains: Animal, Plant. A cleric chooses two, subject to the edition’s normal alignment rules. These are follower grants, not additional spells known by the manifestation.

Granted powers: Animal: Speak with Animals once per day as a spell-like ability; Knowledge (nature) is a cleric class skill.; Plant: Rebuke or command plant creatures 3 + Charisma modifier times per day, and add Knowledge (nature) as a cleric class skill.. Use the linked 3.5e domain rules for turning and other class interactions.

Spell levelAnimalPlant
1Calm AnimalsEntangle
2Hold AnimalBarkskin
3Dominate AnimalPlant Growth
4Summon Nature’s Ally IV (animals only)Command Plants
5Commune with NatureWall of Thorns
6Antilife ShellRepel Wood
7Animal ShapesAnimate Plants
8Summon Nature’s Ally VIII (animals only)Control Plants
9ShapechangeShambler

Full edition-native domain rules.

A Blessing to Earn

After freeing a trapped wild animal without seeking payment, one character may receive a single night’s sure footing. Until the next dawn, they can once reroll a failed check to climb a natural surface or keep their balance on a forest path, accepting the new result. The gift offers no protection from a fall already in progress.

Sources and Mythic Context

Arduinna’s name is associated with the wooded Ardennes and is directly attested by a dedication from Düren, CIL XIII 7848. The familiar boar-riding bronze lacks an inscription naming her, so its identification is uncertain. The huntress personality, bow, boar imagery, cult customs and present adventures here are original campaign interpretations.

Explore the Low Countries Pantheon, the Gods and Pantheons directory, and the neighbouring Roman Pantheon.

Original SpiralWorlds campaign lore, artwork and rules. Historical names and objects are distinguished from campaign developments above. Rules references: Wizards of the Coast, D&D Basic Rules (2014), Free Rules / Player’s Handbook (2024), and revised D&D 3.5 System Reference Document; Paizo, Pathfinder First Edition Core Rulebook and Bestiary. Referenced names identify the relevant edition; no publisher endorsement or playtest certification is implied.

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