Hludana — Goddess of Waters and the Living Catch

Hludana holds a fishing net in a tidal creek beside boats and dwelling mounds.
Hludana holds a fishing net in a tidal creek beside boats and dwelling mounds.

At a Glance

IdentityDetails
NameHludana
TraditionLocal cults of the Low Countries and Lower Rhine
Sacred countryFrisian creeks, dwelling mounds and the Lower Rhine waters
Divine concernsWaters, fisheries, provision and the life left in the river
Recognisable signsA votive stone beside a net; campaign sign of a silver fish passing through an open mesh
WorshippersFishing households, net makers, river workers and people who depend on seasonal catches
Campaign alignmentTrue Neutral
Domain pathsWater, Animal

Hludana opens the net and lets the largest fish swim away. By evening the boat still carries enough to feed every house on the mound. Her waters give generously, but a crew that takes the last living thing from a creek soon discovers how heavy an empty net can feel.

Hludana in the Living World

Around the Frisian dwelling mounds, fishing is a household’s winter food, a child’s first work and the difference between a thriving village and an empty shore. Hludana listens to the people who mend the nets as closely as those who own the boats. She appears in plain blue-grey clothing, with wet hems even beside a dry hearth.

The net maker Aefke tends a small stone at the edge of a tidal creek near Beetgum. She keeps a basket for portions given to households whose boats are damaged. When a fishing ground falls silent, she checks mud, water and damaged gear before naming a divine curse. Hludana expects the same care from adventurers.

Her reach follows living waters rather than a single crown or harbour. Nehalennia protects the dangerous journey home; Hludana concerns herself with what remains alive beneath the keel. Their worshippers can honour both without making the goddesses sisters. Fishermen sometimes argue about the gift each should receive, but the gods do not need the argument settled in blood.

Worship and Sacred Places

At Aefke’s shrine the first shared meal after a good catch includes those who could not fish. Fine-meshed nets across the spawning run anger the goddess. A crew may ask before cutting a trapped net loose, and she values the rescued fisher above the equipment. These seasonal practices are campaign customs built around the attested connection between Hludana and fisheries.

Meeting Hludana

She asks visitors to hold a net, carry a basket or sit beside the creek while someone explains a loss. Gifts of gold cannot buy permission to empty the water. Her first warning is practical: a net fills with living fry that can be returned immediately. When the warning is ignored, a current brings the offender back to the place they tried to leave.

Adventures

The Creek Without Shadows

Aefke’s nets contain clear fish through which she can see the mud. A buried workshop is leaking alchemical waste into the creek. The party can follow the poisoned water, negotiate safer work with the frightened craftworkers or break the drainage channel before the spring flood spreads it. Hludana can hold the water back briefly; she cannot make the removed poison vanish.

The Boat on the Mound

A fishing boat appears overnight on dry ground, its nets full of silver fish and one sleeping stranger. Two families claim the boat, and the stranger remembers its loss a century ago. Returning it to the creek opens a path to the missing crew; selling the uncanny catch brings enough money to repair the village but strands the sleepers beyond reach.

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.

Hludana — Manifestation

Medium Celestial (Deity), True Neutral

AC 23 (divine ward); HP 450 (36d8 + 288); Speed 30 ft., swim 80 ft.; Initiative +7 (17)

AbilityScoreModifierSave
STR22+6+6
DEX24+7+14
CON26+8+15
INT22+6+6
WIS28+9+16
CHA24+7+14

Skills Insight +16, Perception +16, Religion +13, Survival +16; Senses Truesight 60 ft., Passive Perception 26; Languages Frisian, Low German, Middle Dutch, Latin; Telepathy 120 ft.

Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 24 (provisional); Proficiency Bonus +7. 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.

Life Beneath the Surface. She breathes air and water. She knows the location of living creatures touching the same body of water within 60 feet, unless separated from her by a solid barrier.

Divine Strikes. The manifestation uses Wisdom for its supernatural attack and power save DC 24. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.

Actions

Multiattack. The manifestation makes three Current’s Hand attacks.

Current’s Hand. Melee Attack Roll: +16, reach 10 ft., one target. Hit: 31 (4d10 + 9) Bludgeoning damage.

Open the Nets (3/Day). A surge fills a 60-foot-long, 15-foot-wide line originating from her. Enemies make a Strength saving throw, taking 55 (10d10) Bludgeoning damage on a failure or half on a success. A failed save also pushes a creature 20 feet and ends a nonmagical net restraining it. Allies in the area may instead move 20 feet to safe unoccupied spaces without provoking Opportunity Attacks. Any saving throw or escape check in this power has DC 24.

Bonus Actions

Let the Water Carry You. One willing creature she can see within 60 feet gains a Swim Speed of 40 feet and the ability to breathe water until the end of her next turn.

Reactions

Slip the Hook. When she or an ally she can see within 30 feet is hit by an attack, she reduces its damage by 25 and moves the target 10 feet to a safe unoccupied space. This movement does not provoke Opportunity Attacks.

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 Current’s Hand 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

Life 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
3Aid, Bless, Cure Wounds, Lesser Restoration
5Mass Healing Word, Revivify
7Aura of Life, Death Ward
9Greater Restoration, Mass Cure Wounds

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.

Hludana — Manifestation

Medium Celestial (Deity), True Neutral

Armor Class 23 (divine ward); Hit Points 450 (36d8 + 288); Speed 30 ft., swim 80 ft.; Initiative +7

STRDEXCONINTWISCHA
22 (+6)24 (+7)26 (+8)22 (+6)28 (+9)24 (+7)

Saving Throws Dex +14, Con +15, Wis +16, Cha +14

Skills Insight +16, Perception +16, Religion +13, Survival +16; Senses Truesight 60 ft., Passive Perception 26; Languages Frisian, Low German, Middle Dutch, Latin; Telepathy 120 ft.

Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 24 (provisional); Proficiency Bonus +7. 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.

Life Beneath the Surface. She breathes air and water. She knows the location of living creatures touching the same body of water within 60 feet, unless separated from her by a solid barrier.

Divine Strikes. The manifestation uses Wisdom for its supernatural attack and power save DC 24. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.

Actions

Multiattack. The manifestation makes three Current’s Hand attacks.

Current’s Hand. Melee Spell Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) Bludgeoning damage.

Open the Nets (3/Day). A surge fills a 60-foot-long, 15-foot-wide line originating from her. Enemies make a Strength saving throw, taking 55 (10d10) Bludgeoning damage on a failure or half on a success. A failed save also pushes a creature 20 feet and ends a nonmagical net restraining it. Allies in the area may instead move 20 feet to safe unoccupied spaces without provoking Opportunity Attacks. Any saving throw or escape check in this power has DC 24.

Bonus Actions

Let the Water Carry You. One willing creature she can see within 60 feet gains a Swim Speed of 40 feet and the ability to breathe water until the end of her next turn.

Reactions

Slip the Hook. When she or an ally she can see within 30 feet is hit by an attack, she reduces its damage by 25 and moves the target 10 feet to a safe unoccupied space. This movement does not provoke Opportunity Attacks.

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 Current’s Hand 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.

Hludana — Manifestation

Medium outsider (extraplanar), true neutral; CR 20 (provisional original encounter)

Initiative +11; Senses darkvision 60 ft.; Perception +46

Defense

AC 42, touch 24, flat-footed 34 (+7 Dex, +18 natural, +6 deflection, +1 dodge); hp 324 (24d10+192); Saves Fort +18, Ref +23, Will +25.

DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 31; fast healing 15.

Offense

Speed 30 ft., swim 80 ft.; Attack slam +31 melee (6d8+6 plus 4d8 divine force/19–20); Full attack 2 slams +31 melee (6d8+6 plus 4d8 divine force/19–20); Space/Reach 5 ft./10 ft. (supernatural reach).

Open the Nets (Su, 3/day). Standard action. A 60-foot line 15 feet wide surges from her. Enemies take 16d6 bludgeoning damage, Reflex half; a failed save pushes them 20 feet. She may move willing creatures in the line up to 20 feet into safe spaces instead of damaging them. The current breaks nonmagical nets in the area. Save DC 31; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Wisdom modifier.

Life Beneath the Surface (Su). Amphibious; blindsense 60 feet in water, requiring an unbroken water connection. A solid barrier blocks this sense.

Slip the Hook (Su). Once per round as an immediate action, reduce an attack’s damage to herself or an ally within 30 feet by 25 and move the target 10 feet into a safe unoccupied space; this movement does not provoke attacks of opportunity.

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 22, Dex 24, Con 26, Int 22, Wis 28, Cha 24; Base Attack +24; CMB +30; CMD 54.

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) (12 racial-HD feat slots).

Skills Diplomacy +34, Knowledge (religion) +33, Perception +46, Sense Motive +46, Profession (shrine keeper) +36, Survival +36, Swim +38, Stealth +34. 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 Frisian, Low German, Middle Dutch, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment Frisian creeks, dwelling mounds and the Lower Rhine waters; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.

Clerics and Domain Spells

Domains: Water, Animal. 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: Water: Icicle and Cold Resistance; Animal: Speak with Animals and Animal Companion. Use the level scaling and daily resources in the linked Pathfinder Cleric rules.

Spell levelWaterAnimal
1Obscuring MistCalm Animals
2Fog CloudHold Animal
3Water BreathingDominate Animal
4Control WaterSummon Nature’s Ally IV (animals only)
5Ice StormBeast Shape III (animals only)
6Cone of ColdAntilife Shell
7Elemental Body IV (water only)Animal Shapes
8Horrid WiltingSummon Nature’s Ally VIII (animals only)
9Elemental Swarm (water only)Shapechange

Full edition-native domain rules.

Hludana — Manifestation

Medium outsider (extraplanar), true neutral; CR 20 (provisional original encounter)

Initiative +11; Senses darkvision 60 ft.; Listen/Spot +38

Defense

AC 41, touch 23, flat-footed 34 (+7 Dex, +18 natural, +6 deflection); hp 300 (24d8+192); Saves Fort +24, Ref +23, Will +25.

DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 31; 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 30 ft., swim 80 ft.; Attack slam +31 melee (6d8+6 plus 4d8 divine force); Full attack 2 slams +31 melee (6d8+6 plus 4d8 divine force); Space/Reach 5 ft./10 ft. (supernatural reach).

Open the Nets (Su, 3/day). Standard action. A 60-foot line 15 feet wide surges from her. Enemies take 16d6 bludgeoning damage, Reflex half; a failed save pushes them 20 feet. She may move willing creatures in the line up to 20 feet into safe spaces instead of damaging them. The current breaks nonmagical nets in the area. Save DC 31; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Wisdom modifier.

Life Beneath the Surface (Su). Amphibious; blindsense 60 feet in water, requiring an unbroken water connection. A solid barrier blocks this sense.

Slip the Hook (Su). Once per round as an immediate action, reduce an attack’s damage to herself or an ally within 30 feet by 25 and move the target 10 feet into a safe unoccupied space; this movement does not provoke attacks of opportunity.

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 22, Dex 24, Con 26, Int 22, Wis 28, Cha 24; Base Attack +24; Grapple +30.

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam) (9 racial-HD feat slots).

Skills Diplomacy +34, Knowledge (religion) +33, Listen +38, Spot +38, Sense Motive +36, Profession (shrine keeper) +36, Survival +36, Swim +41, Hide +34. Listed skills have ranks equal to Hit Dice + 3. Other skills are untrained; unspent skill points are not included in the listed modifiers.

Languages Frisian, Low German, Middle Dutch, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment Frisian creeks, dwelling mounds and the Lower Rhine waters; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.

Clerics and Domain Spells

Domains: Water, Animal. 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: Water: Turn fire creatures and rebuke water creatures, sharing a pool of 3 + Charisma modifier uses per day.; Animal: Speak with Animals once per day as a spell-like ability; Knowledge (nature) is a cleric class skill.. Use the linked 3.5e domain rules for turning and other class interactions.

Spell levelWaterAnimal
1Obscuring MistCalm Animals
2Fog CloudHold Animal
3Water BreathingDominate Animal
4Control WaterSummon Nature’s Ally IV (animals only)
5Ice StormCommune with Nature
6Cone of ColdAntilife Shell
7Acid FogAnimal Shapes
8Horrid WiltingSummon Nature’s Ally VIII (animals only)
9Elemental Swarm (water only)Shapechange

Full edition-native domain rules.

A Blessing to Earn

A household that returns a breeding catch to the water can receive one dawn’s gift: enough ordinary fish to feed its present members that day. The gift cannot be stockpiled or sold, and it does not replenish a poisoned creek.

Sources and Mythic Context

The Fries Museum’s Hludana altar records a vow fulfilled by fisheries contractors under Quintus Valerius Secundus. It supports an association with waters and fishing; the full mythology is not preserved. Her local rites, named worshippers and interventions here are original campaign developments.

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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