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Anshar “Sky-Father”

Anshar "Sky-Father"
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Anshar is a deity in the Babylonian mythology associated with the sky and divination.

  • Pantheon: Babylonian pantheon
  • Deity Title: Anshar, also known as “Sky-Father”
  • Deity Symbol: A star within a circle
  • Home Plane: None; Anshar resides in the heavens
  • Deity Level: Greater deity
  • Alignment: Lawful Good
  • Aliases: None
  • Superior: None; Anshar is the highest deity in the Babylonian pantheon
  • Traditional Allies: Anu, Marduk, Ea
  • Traditional Foes: Tiamat, Kingu, Qingu
  • Divine Artifact: The Staff of Heaven
  • Servants: The Igigi, winged beings who serve Anshar
  • Servitor Creatures: None
  • Sacred Animal: None
  • Manifestations: Anshar’s voice can thunder through the heavens, and he can appear as a shining figure wreathed in celestial fire.
  • Signs of Favor: Those who are favored by Anshar may receive divine visions or prophetic dreams.
  • Worshipers: Anshar is worshipped by Babylonians, particularly kings and rulers.
  • Cleric Alignments: Lawful Good, Lawful Neutral
  • Specialty Priests: Celestial Oracles, Astrologers
  • Holy Days: The first day of each month is sacred to Anshar.
  • Portfolio: The sky, divination, kingship, justice
  • Domains: Air, Knowledge, Law, Protection
  • Favored Weapon: Longbow
  • Favored Class: Cleric
  • Favored Race: Human
  • Duties of the Priesthood: Priests of Anshar must study the stars and interpret their movements, provide wise counsel to rulers, and ensure that justice is upheld in the land.
  • Major Cult/Temple Sites: The Temple of Heaven in Babylon
  • Benefits: Priests of Anshar gain the ability to cast divination spells with increased accuracy, and may call upon celestial allies for aid in battle. They also gain knowledge of the movements of the heavens, which can provide insight into future events.

Anshar is a primordial being, a deity who has existed since the dawn of time. They are known as the god of the sky and the heavens, and are revered by many ancient cultures across the world. Anshar is often depicted as a giant bird, with feathers as black as the void of space.

As a god, Anshar is all-knowing and all-powerful, with the ability to shape reality to their will. They spend their days watching over the earth, observing the ebb and flow of human civilizations. Anshar is a calm and patient being, rarely intervening in mortal affairs unless it is absolutely necessary.

Despite their detachment from the mortal world, Anshar cares deeply about the balance of the universe. They believe that every action has a consequence, and that the choices made by mortals can have a profound impact on the fabric of reality. As such, Anshar has taken it upon themselves to act as a sort of cosmic steward, ensuring that the forces of good and evil remain in balance.

Anshar’s ultimate goal is to maintain order in the universe. They understand that chaos and destruction are natural parts of existence, but believe that too much of either can upset the delicate balance of reality. As such, Anshar is constantly working to ensure that the forces of light and dark are evenly matched.

Anshar is a towering figure, standing at over 10 feet tall with broad shoulders and a muscular build. Their skin is a deep shade of blue, almost resembling the night sky, with intricate golden markings covering their body. Their hair is long and black, pulled back into a ponytail, and their eyes are a piercing golden color. Anshar wears flowing robes made of shimmering, iridescent fabric, and carries a staff adorned with a large, glowing crystal at the top. Despite their imposing size, Anshar moves with a graceful and almost ethereal quality.

Although Anshar is a powerful and benevolent being, they are not without their enemies. There are those who seek to upset the balance of the universe, either out of a desire for power or a misguided belief that chaos is necessary for growth and progress. Anshar is ever-vigilant against these forces, and will not hesitate to take action when necessary to protect the balance of the universe.

Anshar, the Sky-Father

Divine Rank: Greater Deity, Neutral Alignment, Portfolio: Sky, divination

Armor Class: 30

Hit Points: 600 (32d20 + 256)

Speed: 60 ft., fly 120 ft.

STRDEXCONINTWISCHA
30 (+10)30 (+10)30 (+10)30 (+10)30 (+10)30 (+10)

CR (Challenge Rating) 27

Skills: Perception +30, Insight +30, History +30 Senses: Truesight 120 ft., Darkvision 120 ft., Passive Perception 40 Languages: All

Damage Resistances: None Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned

Saving Throws: Strength +30, Dexterity +30, Constitution +30, Intelligence +30, Wisdom +30, Charisma +30

Divine Awareness: Anshar is aware of events happening within 1,000 miles.

Divine Aura: Anshar exudes an aura that grants allies a +5 bonus to AC and all saving throws, and imposes disadvantage on attack rolls made by enemies within 30 ft. of him.

Divine Realm: On the Elemental Anshar’s realm is a vast expanse of the sky, populated by clouds, lightning, and stars.

ACTIONS

Lightning Bolt: Ranged Spell Attack: +30 to hit, range 300 ft., one target. Hit: 110 (20d10) lightning damage. Sky’s Fury: Melee Weapon Attack: +30 to hit, reach 20 ft., one target. Hit: 80 (15d8 + 10) bludgeoning damage and 20 (4d8 + 10) thunder damage. Sky’s Embrace: Anshar blesses a creature within 30 ft. of him. The creature gains resistance to lightning damage and advantage on Wisdom (Perception) checks for 1 hour.

LEGENDARY ACTIONS

Anshar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Anshar regains spent legendary actions at the start of his turn.

Lightning Strike: Anshar creates a bolt of lightning that strikes one creature within 120 ft. of him. The creature takes 60 (10d10) lightning damage and must make a DC 30 Dexterity saving throw, taking an additional 60 (10d10) lightning damage on a failed save. Sky’s Presence: Anshar creates a powerful wind that knocks prone all creatures within 30 ft. of him that fail a DC 30 Strength saving throw. Sky’s Blessing: Anshar targets one creature within 60 ft. of him, granting them the effects of his Sky’s Embrace ability.

SPELLS

Anshar has access to all spells in the Air and Divination domains.

DIVINE ARTIFACT

Anshar possesses the celestial spear called Lightning Bolt, which can be summoned to his hand at will. It deals 4d12 lightning damage on a hit and counts as a magical weapon.

LAIR ACTIONS

Anshar’s lair is a stormy sky, and he can use his lair actions to affect the weather and air currents within a 5-mile radius. These actions include:

  • Call Lightning: Anshar can call down a bolt of lightning that strikes one creature within range.
  • Gust of Wind: Anshar creates a powerful gust of wind that moves creatures and objects up to 60 ft. away from him.
  • Thunder

ous Roar: Anshar unleashes a deafening roar that stuns all creatures within 60 ft. of him that fail a DC 30 Constitution saving throw.

REGIONAL EFFECTS

The region within a 50-mile radius of Anshar’s presence is affected by his divine power, which includes:

  • Weather: The sky is always clear, and the temperature is mild, with a gentle breeze blowing at all times.
  • Divination: All divination spells cast within the region have their range and duration increased by 50%.
  • Celestial Creatures: Celestial creatures such as angels and aasimar are attracted to the area and are more likely to answer calls for aid.

ANSHAR’S AVATAR

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Armor Class: 28

Hit Points: 500 (25d20 + 200)

Speed: 60 ft., fly 120 ft.

STRDEXCONINTWISCHA
28 (+9)28 (+9)28 (+9)28 (+9)28 (+9)28 (+9)

Skills: Perception +25, Insight +25, History +25 Senses: Truesight 120 ft., Darkvision 120 ft.,

Passive Perception 35

Languages: All

Damage Resistances: None Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned

Saving Throws: Strength +25, Dexterity +25, Constitution +25, Intelligence +25, Wisdom +25, Charisma +25

Divine Awareness: Anshar is aware of events happening within 100 miles. Divine Aura: Anshar exudes an aura that grants allies a +3 bonus to AC and all saving throws, and imposes disadvantage on attack rolls made by enemies within 20 ft. of him.

Actions

Sky’s Fury: Melee Weapon Attack: +25 to hit, reach 20 ft., one target. Hit: 70 (12d8 + 9) bludgeoning damage and 20 (4d8 + 6) thunder damage.

Sky’s Embrace: Anshar blesses a creature within 20 ft. of him. The creature gains resistance to lightning damage and advantage on Wisdom (Perception) checks for 1 hour.

Legendary Actions

Anshar’s avatar can use one legendary action per turn, choosing from the options below. Anshar regains spent legendary actions at the start of his turn.

  • Lightning Strike: Anshar creates a bolt of lightning that strikes one creature within 120 ft. of him. The creature takes 50 (10d8 + 9) lightning damage and must make a DC 25 Dexterity saving throw, taking an additional 50 (10d8 + 9) lightning damage on a failed save. Sky’s Presence: Anshar creates a powerful wind that knocks prone all creatures within 20 ft. of him that fail a DC 25 Strength saving throw. Sky’s Blessing: Anshar targets one creature within 30 ft. of him, granting them the effects of his Sky’s Embrace ability.
  • Thunderous Roar: Anshar unleashes a deafening roar that stuns all creatures within 60 ft. of him that fail a DC 30 Constitution saving throw. The stunned creatures are incapacitated and can’t move, speak, or take any action until the stun ends, which lasts for 1 minute or until they take damage.
  • Divine Presence: Anshar’s presence is felt by all creatures within 500 ft. of him. Any creature that can see or hear Anshar is affected by his divine aura, even if they are not within 20 ft. of him.
  • Divine Intervention: Once per day, Anshar can take a divine intervention action, as if he were a 20th level cleric. This allows him to call on his deity to perform a miracle on his behalf.

Igigi

Igigi
Midjourney

The Igigi are winged beings who serve Anshar, the sky god of the Babylonian pantheon. They are depicted as having a humanoid form with bird-like wings that span the length of their arms. The feathers of their wings are said to be as white as snow, shimmering in the light and creating an otherworldly aura around them.

Their bodies are lithe and athletic, with muscles that ripple beneath their skin as they move. They stand tall and proud, their heads held high as they survey the world around them. Their eyes are said to be as bright as stars, shining with an inner light that reflects their divine nature.

The Igigi are often depicted wearing flowing robes that shimmer and dance in the wind, their feathers catching the light and creating a dazzling display of colors. They carry themselves with a regal air, exuding an aura of power and authority that commands respect and awe.

Despite their divine nature, the Igigi are not infallible. They are capable of feeling emotions such as joy and sorrow, and are not immune to the pitfalls of mortal life. Nevertheless, they remain steadfast in their duty to serve Anshar, ever vigilant and ready to take flight at a moment’s notice.

In summary, the Igigi are majestic winged beings with a regal presence and an otherworldly aura. They serve as a reminder of the power and grandeur of the Babylonian pantheon, and their graceful forms inspire awe and reverence in all who behold them.

The Igigi

Large celestial, neutral

Armor Class 17 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 60 ft., fly 120 ft.

STRDEXCONINTWISCHA
221818162020

Skills Perception +10, Insight +10
Senses darkvision 120 ft., passive Perception 20
Languages all, telepathy 120 ft.

Innate Spellcasting. The Igigi’s innate spellcasting ability is Wisdom (spell save DC 18). The Igigi can innately cast the following spells, requiring no material components:

  • At will: detect evil and good, detect magic, feather fall, gust of wind, levitate, protection from evil and good, shield
  • 3/day each: control winds, daylight, fly, gust of wind, spiritual weapon, wind walk
  • 1/day each: banishment, control weather, plane shift, true seeing, wind walk

Magic Resistance. The Igigi has advantage on saving throws against spells and other magical effects.

Actions

  • Multiattack. The Igigi makes two attacks: one with its claws and one with its beak.
  • Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
  • Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
  • Whirlwind (Recharge 5-6). The Igigi creates a whirlwind that is 10 feet wide and up to 60 feet long. The whirlwind lasts for 1 minute or until The Igigi stops concentrating (as if concentrating on a spell). The whirlwind is difficult terrain and extinguishes unprotected flames in its area that are torch-sized or smaller. Any creature in the whirlwind’s area must make a DC 18 Strength saving throw. On a failed save, the creature takes 22 (4d10) bludgeoning damage and is flung up 20 feet away from the whirlwind in a random direction and knocked prone. On a successful save, the creature takes half as much damage and isn’t flung or knocked prone.

Legendary Actions

The Igigi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Igigi regains spent legendary actions at the start of its turn.

  • Wind Shield. The Igigi raises a magical shield of wind around itself or one creature within 30 feet of it. The shield lasts until the end of The Igigi’s next turn. While the shield is active, the creature has a +5 bonus to AC and resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Gust of Wind. The Igigi unleashes a gust of wind in a 60-foot line that is 10 feet wide. Each creature in the line must make a DC 18 Strength saving
  • throw, taking 22 (4d10) bludgeoning damage and being pushed 20 feet away from The Igigi on a failed save, or taking half damage and not being pushed on a successful one.
  • Teleport. The Igigi teleports up to 120 feet to an unoccupied space it can see.
  • Wind Blast (Costs 2 actions). The Igigi flaps its wings, creating a blast of wind in a 60-foot cone. Each creature in the area must make a DC 18 Strength saving throw, taking 33 (6d10) bludgeoning damage and being knocked prone on a failed save, or half as much damage and not being knocked prone on a successful one.

Lair Actions

On initiative count 20 (losing initiative ties), The Igigi can take a lair action to cause one of the following effects:

Wind Gusts. The Igigi creates gusts of wind in the lair, extinguishing any non-magical flames and causing ranged weapon attacks to have disadvantage until the end of the next round.

Flying Debris. The Igigi creates debris in the lair, causing each creature to make a DC 18 Dexterity saving throw. On a failed save, the creature takes 22 (4d10) bludgeoning damage from the flying debris.

Challenge Rating. 18

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