Sandraudiga — Lady of the Brabant Sanctuary

Sandraudiga accepts a child’s fruit offering at a carved altar in the Brabant countryside.
Sandraudiga accepts a child’s fruit offering at a carved altar in the Brabant countryside.

At a Glance

IdentityDetails
NameSandraudiga
TraditionLocal cults of the Low Countries and Lower Rhine
Sacred countryThe sandy country around Rijsbergen and Tiggelt in Brabant
Divine concernsThe local sanctuary, abundance, shared food and recovery after hardship
Recognisable signsHer named altar and its cornucopias; a fruiting branch in the campaign cult
WorshippersFarmers, orchard keepers, travellers and the people tending her local sanctuary
Campaign alignmentNeutral Good
Domain pathsPlant, Healing

The road through Brabant’s sandy fields reaches an orchard that still bears fruit after every neighbouring tree has failed. Sandraudiga sits beside its old stone with flour on her hands. She offers a traveller bread, then asks who is missing from the table.

Sandraudiga in the Living World

Her sanctuary is small enough for one household to sweep and old enough that no household can claim to have founded it. Its stone bears her name and the carved promise of abundance. In 1454, a young orchard keeper called Lijsbeth tends the ground with her grandfather’s tools. People arrive with bruised fruit, seed grain and the sort of trouble they would rather explain while working.

Sandraudiga favours recovery: a neglected tree that is pruned with care, a burned home that neighbours rebuild, a hungry person welcomed before the questions begin. Her miracles supply a beginning rather than an endless harvest. An owner who locks the orchard while neighbours starve finds that every ripe apple falls outside the fence.

She is neither the queen of a reconstructed local pantheon nor a convenient name for every fertile field. Her sacred country has a particular stone, a sandy lane and people with long memories. The Matronae’s household cults are friendly neighbours; their many local identities remain their own.

Worship and Sacred Places

A bowl of the shared harvest stands beside the altar, and any hungry traveller can take from it. The keepers prune the oldest trees together and reserve seed before brewing or feasting. Burning a neighbour’s winter stores is a grave offence. The name’s proposed translations do not dictate her personality: the sanctuary’s abundance is a campaign interpretation of the altar’s cornucopias.

Meeting Sandraudiga

She can be met as a woman carrying a basket too heavy for one person. Those who help reach the sanctuary quickly; those who demand payment may still find the road, but miss the invitation. She bargains for work, reconciliation and seed kept for spring. Her displeasure makes hoarded food taste of dry husks without making it poisonous; feeding someone in need ends that warning.

Adventures

The Tree That Feeds the Wrong Village

Lijsbeth’s oldest apple tree now drops its fruit on a distant village’s hearths. An uprooted boundary stone has exposed the bones of people who died hungry there. The party can follow the falling fruit, learn who still needs food and move the stone respectfully. Cutting down the tree ends the marvel and removes the sanctuary’s best chance to repair an old wrong.

The Last Sack of Seed

A cart carrying the district’s last sound seed has sunk into a patch of sand that should be firm. Beneath it lies a sleeping earth creature drawn to the grain’s life. The party can free the cart, offer a different food or take a longer route while the grain dries. Force brings a fight; patience preserves both the crop and a useful neighbour under the fields.

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.

Sandraudiga — Manifestation

Medium Celestial (Deity), Neutral Good

AC 23 (divine ward); HP 450 (36d8 + 288); Speed 30 ft.; Initiative +6 (16)

AbilityScoreModifierSave
STR20+5+5
DEX22+6+13
CON26+8+15
INT24+7+7
WIS28+9+16
CHA28+9+16

Skills Insight +16, Perception +16, Religion +14, Survival +16; Senses Truesight 60 ft., Passive Perception 26; Languages Middle Dutch, French, Latin; Telepathy 120 ft.

Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 22 (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.

The Table Has Room. She and allies within 20 feet have Advantage on saving throws against Poison. Once per day with 10 minutes of work, she provides a wholesome ordinary meal for twelve people; it spoils at the next dawn.

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 Thorn and Fruit attacks.

Thorn and Fruit. Melee Attack Roll: +16, reach 10 ft., one target. Hit: 31 (4d10 + 9) Radiant damage.

The Orchard Answers (3/Day). Growth fills a 20-foot-radius circle centred within 90 feet. Up to six willing creatures in it regain 40 Hit Points each. Enemies in the area make a Constitution saving throw, taking 44 (8d10) Radiant damage on a failure or half on a success. A creature can receive this healing only once per day. Any saving throw or escape check in this power has DC 24.

Bonus Actions

Second Helping. One willing creature within 60 feet gains 20 Temporary Hit Points. A creature can receive this benefit only once between its turns.

Reactions

Shelter of Branches. When an ally she can see within 30 feet is hit by an attack, branches interpose and reduce the damage by 25.

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 Thorn and Fruit 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.

Sandraudiga — Manifestation

Medium Celestial (Deity), Neutral Good

Armor Class 23 (divine ward); Hit Points 450 (36d8 + 288); Speed 30 ft.; Initiative +6

STRDEXCONINTWISCHA
20 (+5)22 (+6)26 (+8)24 (+7)28 (+9)28 (+9)

Saving Throws Dex +13, Con +15, Wis +16, Cha +16

Skills Insight +16, Perception +16, Religion +14, Survival +16; Senses Truesight 60 ft., Passive Perception 26; Languages Middle Dutch, French, Latin; Telepathy 120 ft.

Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 22 (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.

The Table Has Room. She and allies within 20 feet have Advantage on saving throws against Poison. Once per day with 10 minutes of work, she provides a wholesome ordinary meal for twelve people; it spoils at the next dawn.

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 Thorn and Fruit attacks.

Thorn and Fruit. Melee Spell Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) Radiant damage.

The Orchard Answers (3/Day). Growth fills a 20-foot-radius circle centred within 90 feet. Up to six willing creatures in it regain 40 Hit Points each. Enemies in the area make a Constitution saving throw, taking 44 (8d10) Radiant damage on a failure or half on a success. A creature can receive this healing only once per day. Any saving throw or escape check in this power has DC 24.

Bonus Actions

Second Helping. One willing creature within 60 feet gains 20 Temporary Hit Points. A creature can receive this benefit only once between its turns.

Reactions

Shelter of Branches. When an ally she can see within 30 feet is hit by an attack, branches interpose and reduce the damage by 25.

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 Thorn and Fruit attack. Grant Shelter (2 actions): Up to three willing creatures within 30 feet each gain 15 temporary hit points.

Clerics and Domain Spells

Life 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
1Bless, Cure Wounds
3Lesser Restoration, Spiritual Weapon
5Beacon of Hope, Revivify
7Death Ward, Guardian of Faith
9Mass Cure Wounds, Raise Dead

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.

Sandraudiga — Manifestation

Medium outsider (extraplanar), neutral good; CR 18 (provisional original encounter)

Initiative +10; Senses darkvision 60 ft.; Perception +46

Defense

AC 41, touch 23, flat-footed 34 (+6 Dex, +18 natural, +6 deflection, +1 dodge); hp 324 (24d10+192); Saves Fort +24, Ref +16, Will +25.

DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 29; fast healing 15.

Offense

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

The Orchard Answers (Su, 3/day). Standard action. In a 20-foot-radius spread within 90 feet, up to six willing creatures each recover 40 hit points, once per creature per day. Enemies in the same area take 12d6 positive-energy damage, Fortitude half. This divine effect damages living or undead enemies alike; it is not a channel energy attempt. Save DC 31; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Wisdom modifier.

The Table Has Room (Su). Allies within 20 feet gain a +4 sacred bonus on saves against poison. With 10 minutes of work once per day she provides ordinary food for twelve people; it spoils at the next dawn.

Shelter of Branches (Su). Once per round as an immediate action, reduce the damage from one attack hitting an ally within 30 feet by 25.

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 20, Dex 22, Con 26, Int 24, Wis 28, Cha 28; Base Attack +24; CMB +29; CMD 52.

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 +36, Knowledge (religion) +34, Perception +46, Sense Motive +46, Profession (shrine keeper) +36, Survival +36, Swim +29, Stealth +33. 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 Middle Dutch, French, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment The sandy country around Rijsbergen and Tiggelt in Brabant; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.

Clerics and Domain Spells

Domains: Plant, Healing. 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: Plant: Wooden Fist and Bramble Armor; Healing: Rebuke Death and Healer’s Blessing. Use the level scaling and daily resources in the linked Pathfinder Cleric rules.

Spell levelPlantHealing
1EntangleCure Light Wounds
2BarkskinCure Moderate Wounds
3Plant GrowthCure Serious Wounds
4Command PlantsCure Critical Wounds
5Wall of ThornsBreath of Life
6Repel WoodHeal
7Animate PlantsRegenerate
8Control PlantsMass Cure Critical Wounds
9ShamblerMass Heal

Full edition-native domain rules.

Sandraudiga — Manifestation

Medium outsider (extraplanar), neutral good; CR 18 (provisional original encounter)

Initiative +10; Senses darkvision 60 ft.; Listen/Spot +38

Defense

AC 40, touch 22, flat-footed 34 (+6 Dex, +18 natural, +6 deflection); hp 300 (24d8+192); Saves Fort +24, Ref +22, Will +25.

DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 29; 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.; Attack slam +30 melee (6d8+5 plus 4d8 divine force); Full attack 2 slams +30 melee (6d8+5 plus 4d8 divine force); Space/Reach 5 ft./10 ft. (supernatural reach).

The Orchard Answers (Su, 3/day). Standard action. In a 20-foot-radius spread within 90 feet, up to six willing creatures each recover 40 hit points, once per creature per day. Enemies in the same area take 12d6 positive-energy damage, Fortitude half. This divine effect damages living or undead enemies alike; it is not a channel energy attempt. Save DC 31; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Wisdom modifier.

The Table Has Room (Su). Allies within 20 feet gain a +4 sacred bonus on saves against poison. With 10 minutes of work once per day she provides ordinary food for twelve people; it spoils at the next dawn.

Shelter of Branches (Su). Once per round as an immediate action, reduce the damage from one attack hitting an ally within 30 feet by 25.

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 20, Dex 22, Con 26, Int 24, Wis 28, Cha 28; Base Attack +24; Grapple +29.

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 +36, Knowledge (religion) +34, Listen +38, Spot +38, Sense Motive +36, Profession (shrine keeper) +36, Survival +36, Swim +32, Hide +33. Listed skills have ranks equal to Hit Dice + 3. Other skills are untrained; unspent skill points are not included in the listed modifiers.

Languages Middle Dutch, French, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment The sandy country around Rijsbergen and Tiggelt in Brabant; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.

Clerics and Domain Spells

Domains: Plant, Healing. 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: Plant: Rebuke or command plant creatures 3 + Charisma modifier times per day, and add Knowledge (nature) as a cleric class skill.; Healing: Cast healing spells at +1 caster level.. Use the linked 3.5e domain rules for turning and other class interactions.

Spell levelPlantHealing
1EntangleCure Light Wounds
2BarkskinCure Moderate Wounds
3Plant GrowthCure Serious Wounds
4Command PlantsCure Critical Wounds
5Wall of ThornsMass Cure Light Wounds
6Repel WoodHeal
7Animate PlantsRegenerate
8Control PlantsMass Cure Critical Wounds
9ShamblerMass Heal

Full edition-native domain rules.

A Blessing to Earn

After feeding an excluded neighbour without demanding payment, a character may carry one seed blessed at the sanctuary. Planting it in ordinary soil produces enough edible fruit for six people at the next dawn, then the small plant withers. Only one such seed per household can bear fruit in a season.

Sources and Mythic Context

Sandraudiga’s altar from Tiggelt near Rijsbergen bears the dedication of her temple’s worshippers and cornucopia decoration. Her name’s meaning and wider mythology remain uncertain. The living orchard cult and her campaign powers develop the local sanctuary and abundance imagery without presenting a lost myth as recovered fact.

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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