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Dumuzid, “The Shepherd”

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  • Pantheon: Mesopotamian
  • Deity Title: Dumuzid, “The Shepherd”
  • Deity Symbol: A ram, a crook, or a grain sheaf
  • Home Plane: The realm of the gods
  • Deity Level: Lesser deity
  • Alignment: Neutral
  • Aliases: Tammuz, Adonis, Apollo
  • Superior: None
  • Traditional Allies: Inanna, Ningal, Enki
  • Traditional Foes: Ereshkigal, Kur, demons
  • Divine Artifact: The crook and flail, symbols of his power as a shepherd and king
  • Servants: Priests, shepherds, farmers, musicians
  • Servitor Creatures: Sheep, goats, bulls
  • Sacred Animal: Ram
  • Manifestations: A handsome young man, a shepherd, a king, a musician
  • Signs of Favor: Bountiful harvests, healthy flocks, successful hunting, good fortune in love and fertility
  • Worshipers: Shepherds, farmers, musicians, young people in love
  • Cleric Alignments: Neutral Good, True Neutral, Chaotic Neutral
  • Specialty Priests: Shepherds, farmers, musicians, healers
  • Holy Days: The New Year, the Summer Solstice, the Harvest Festival
  • Portfolio: Fertility, agriculture, music, kingship, love, rebirth
  • Domains: Animal, Earth, Plant, Protection, Renewal
  • Favored Weapon: Crook or Staff
  • Favored Class: Bard
  • Favored Race: Humans
  • Duties of the Priesthood: Tend to flocks and crops, perform music and poetry, preside over weddings and fertility rites, ensure the well-being of the community
  • Major Cult/Temple Sites: The Temple of Dumuzid at Uruk, the Eanna Temple at Uruk, the Temple of Ishtar at Erech
  • Benefits: Priests of Dumuzid gain access to powerful spells related to agriculture, fertility, and music. They can also call upon the aid of animals and nature spirits, and can heal the sick and injured. Additionally, they are respected members of their communities, and often hold positions of authority and influence.

Dumuzid is a legendary figure from ancient Mesopotamian mythology, known for his charm, beauty, and divine powers. He is often depicted as a shepherd or a king, and is revered as a symbol of fertility and abundance.

As a shepherd, he spends his days tending to his flock and wandering the lush fields and valleys of his homeland. He is a skilled hunter and gatherer, and knows the secrets of the land like the back of his hand. His gentle nature and kind heart have made him beloved by all who know him, and he is often sought out for his wisdom and counsel.

Despite his idyllic existence, he is haunted by a deep sense of restlessness. He longs to explore the world beyond his homeland and discover new wonders and adventures. He dreams of achieving greatness and leaving a lasting mark on the world.

Driven by this ambition, Dumuzid sets out on a perilous journey, facing countless obstacles and challenges along the way. He battles fierce beasts, navigates treacherous terrain, and encounters mysterious strangers who test his mettle and push him to his limits.

Dumuzid is a tall and handsome man, with chiseled features and piercing eyes. He has long, flowing hair that glimmers in the sunlight, and his skin is bronzed from years spent working in the fields. He carries himself with a regal bearing, and his muscular physique betrays his strength and agility. Overall, he is a striking figure, radiating a sense of confidence and power wherever he goes.

Through it all, Dumuzid remains steadfast and determined, driven by his unshakable belief in his own destiny. He knows that he is meant for greatness, and will stop at nothing to achieve it. Whether he succeeds or fails, Dumuzid’s legend will endure, a testament to his bravery, resilience, and unquenchable spirit.


Deity, Neutral Good

Armor Class: 35 (natural armor)

Hit Points: 600 (32d20+256)

Speed: 60 ft.

Score30 (+10)24 (+7)30 (+10)28 (+9)26 (+8)30 (+10)

Skills: Insight +21, Persuasion +24

Senses: Truesight 120 ft., Passive Perception 28

Languages: All

Challenge Rating: 35 (185,000 XP)

Legendary Resistance: 5/day

Divine Sense: As an action, Dumuzid can detect the location of any celestial, fiend, or undead within 1 mile of them not behind total cover.

Innate Spellcasting: Dumuzid’s spellcasting ability is Charisma (spell save DC 30). They can innately cast the following spells, requiring no material components:

At will: bless, command, detect evil and good, detect magic, detect poison and disease, sanctuary 3/day each: banishment, commune, dispel evil and good, greater restoration, hallow, heal, plane shift, raise dead, resurrection 1/day each: control weather, earthquake, mass heal, power word kill, true resurrection

Divine Weapon: Dumuzid wields a magical staff named Dumu-Zidga that acts as a +5 quarterstaff. On a successful hit, the staff deals an additional 1d10 radiant damage and can cast the spell holy aura centered on the staff, with no material components required. The staff has 30 charges and regains 1d6+4 expended charges daily at dawn.

Divine Protection: Dumuzid can cast the spell shield of faith on themselves at will, without expending a spell slot.

Lair Actions:

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

  • A wave of divine energy spreads from Dumuzid’s location, healing all allies within 60 feet for 10d10 hit points.
  • The air around Dumuzid crackles with electricity, causing lightning to strike up to three targets within 120 feet of Dumuzid. The targets must succeed on a DC 30 Dexterity saving throw or take 15d10 lightning damage.
  • A rift in reality appears within 120 feet of Dumuzid, causing all enemies within 60 feet of the rift to take 20d10 force damage and be teleported to a random location within 1 mile of the rift.

Legendary Actions:

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

  • Attack: Dumuzid makes a melee weapon attack with Dumu-Zidga.
  • Divine Spell: Dumuzid casts a divine spell from their Innate Spellcasting feature.
  • Move: Dumuzid moves up to their speed without provoking opportunity attacks.

Regional Effects:

The region within 1 mile of Dumuzid’s presence is imbued with divine power, causing the following effects:

  • The region is always in daylight, regardless of the time of day or weather conditions.
  • All good-aligned creatures within the region gain advantage on Wisdom (Perception) checks and saving throws against spells and effects that would cause them to be charmed or frightened.
  • Dumuzid can communicate telepathically with any good-aligned creatures within the region, regardless of language barriers.


Dumuzid, finds himself in the 1450s, a time of great change and upheaval in the world. He marvels at the new technologies and discoveries of this era, and seeks to explore and understand them.

Dumuzid travels to Europe, eager to see the wonders of the Renaissance firsthand. He meets with great artists and thinkers, such as Leonardo da Vinci and Michelangelo, and is amazed by their creativity and innovation.

But as Dumuzid delves deeper into the world of the Renaissance, he realizes that it is not all glitz and glamour. The era is marked by political upheavals, religious conflicts, and social unrest. Dumuzid cannot help but feel drawn to these issues, and feels compelled to use his influence to make a difference.

He becomes involved in various political and social movements of the day, advocating for greater rights and freedoms for all people. He uses his charm and charisma to win over powerful rulers and statesmen, hoping to convince them to support his causes.

Despite facing many challenges and setbacks, Dumuzid remains steadfast in his beliefs and convictions. He is driven by a desire to create a better world for all, and is willing to make sacrifices to achieve his goals.

In the end, Dumuzid’s efforts pay off. He becomes a champion of justice and equality, respected and admired by all who know him. He leaves a lasting legacy, inspiring future generations to strive for a better world, just as he did.

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