Apsu: The Primordial Embodiment of Fresh Water
“Before gods had names, Apsu dreamed the world into being—and now he dreams of drowning it back into silence.”

- Pantheon: Mesopotamian, Primordial Pantheon (Homebrew-compatible)
- Deity Title: The Freshwater Deep, The Slumbering Source, The Breath Beneath the Earth
- Deity Symbol: A downward wave overlaid with a spiral, encased in a circle of stone or jade
- Home Plane: Elemental Plane of Water — Subrealm: The Stillwell Depths
- Deity Level: Greater Deity (Primordial Tier)
- Alignment: True Neutral
- Aliases: Abzu, Apason, The Still One, The Deep Memory
- Superior: None (Apsu is a first-being, predating hierarchy)
- Traditional Allies: Ki (the Earth), Enki (before betrayal), gods of balance, elemental forces of water
- Traditional Foes: Tiamat (estranged consort), Marduk (usurper), fire gods, chaotic forces
- Divine Artifact: The Heart-Well — a bottomless obsidian-and-jade chalice brimming with ever-pure water, used to reveal lost truths and purify corruption
- Servants: Springbound Oracles, Well-Watchers, Echo-Wardens
- Servitor Creatures: Naiads, Water Weirds, Elemental Myrmidons (Water), Dreaming Eels
- Sacred Animal: Blind cave fish, river serpent, pale eel
- Manifestations: Whispering currents, glowing sigils in water, ripples from stillness, translucent serpent of pure water
- Signs of Favor: Springs bubbling in drought, moonlit water glowing faintly, dreams of ancient rivers, still water refusing to ripple
- Worshipers: Druids, clerics, monks, freshwater nomads, deep sages, ancient dragonkin, riverfolk
- Cleric Alignments: True Neutral, Neutral Good, Neutral Evil
- Specialty Priests: Stillwaters — mystics who draw divine power from aquifers and dream-silence
- Holy Days:
- The Deep Flowing – celebrated when the full moon perfectly reflects in still water
- The Day of Echoes – a day of silence and remembrance for Apsu’s betrayal
- The Great Thirst – solstice fast observed near sacred springs
- Portfolio: Freshwater, ancient memory, hidden power, stillness, primordial order, sacred silence, dreams of balance
- Domains: Water, Knowledge, Nature, Order, Dreams (homebrew), Balance (homebrew)
- Favored Weapon: Ritual obsidian dagger (Veinpiercer), quarterstaff shaped like a reed
- Favored Class: Cleric (Water, Nature, Knowledge domains), Druid, Monk, Oracle
- Favored Race: Tritons, Water Genasi, Humans, Dragonborn (of ancient or river origin), Nagas
- Duties of the Priesthood:
- Protect sacred water sources
- Maintain ancient wells and dream-pools
- Record the memory of the world’s first days
- Uphold elemental balance and silence dangerous ambition
- Major Cult/Temple Sites:
- The Stone Mirror – a subterranean pool-temple beneath a dead volcano
- The Echo Shrine – a desert well that repeats prayers days later
- The Dripping Library – where water writes prophecies on glowing stone
- Benefits:
- Resistance to fire and poison near fresh water
- Ability to purify water at will
- Divinely inspired dreams and visions under moonlight
- Sacred wells act as planar portals during eclipses and solstices
- Significant Others:
- Tiamat – former consort, chaotic counterpart, now a source of regret and caution
- Enki/Ea – son and eventual betrayer, who sealed Apsu’s influence
Apsu does not walk the world—he floods it.
He is vast beyond comprehension, a serpentine titan formed of pure, primordial freshwater. His body flows with the calm, crushing inevitability of the deep sea, its surface smooth as polished obsidian, shifting and coiling in slow, deliberate motions. Where others have scales, Apsu has shimmering plates of fluid glass—translucent and flowing—catching the faintest light like moonlight through water. Beneath that surface, great rivers churn slowly through his form, their currents ancient, unknowable, and endless.
His wings, when unfurled, resemble waterfalls arcing through the air, vast membranes of pressurized mist and lightless vapor that drift as if underwater. Each wingbeat causes tides to shift a thousand miles away. From his elongated, draconic head, a crown of glowing aquatic flora wreathes his brow—algae and deep-sea anemones pulsing with bioluminescent rhythm, like the heartbeat of the deep. His eyes are voids: twin whirlpools spinning endlessly inward, their gaze drawing in sound, thought, and will.
When he moves, the world stills. The air grows damp. Voices falter. He does not roar—his silence speaks louder than thunder. His presence is not a matter of sight alone, but of pressure, of depth. To look upon Apsu is to feel as though the weight of the ocean bears down upon your soul.
Tab Title 1
Tab Title 2
Apsu, The Primordial Freshwater Dragon
Gargantuan Dragon (Primordial), True Neutral
Challenge: 55 (50,000,000 XP)
Armor Class: 28 (Natural Armor)
Hit Points: 2,200 (160d20 + 960)
Speed: 50 ft., swim 120 ft., burrow 40 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
32 (+11) | 24 (+7) | 28 (+9) | 26 (+8) | 30 (+10) | 28 (+9) |
Saving Throws: Str +20, Dex +16, Con +18, Int +17, Wis +19, Cha +18
Skills: Arcana +25, Insight +25, Perception +27, Nature +25
Damage Resistances: cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison, acid
Condition Immunities: charmed, frightened, poisoned, exhaustion
Senses: truesight 300 ft., blindsight 120 ft., darkvision 120 ft., passive Perception 37
Languages: All, telepathy 500 ft.
Legendary Resistance (5/Day)
If Apsu fails a saving throw, he can choose to succeed instead.
Amphibious
Apsu can breathe air and water.
Primordial Presence
Creatures of elemental or primordial origin within 120 ft. have advantage on saving throws against being frightened or charmed.
TRAITS
- Well of Eternal Depths (Recharge 5-6).
Apsu channels the boundless depths of fresh waters, creating a 50-foot-radius sphere centered on him. For 1 minute:- All water in the area becomes pure and sacred, healing allies by 50 hit points at the start of their turns.
- Enemies who start their turn submerged take 60 (10d10 + 10) cold damage and must succeed on a DC 28 Constitution saving throw or be slowed until the start of their next turn.
- The area is difficult terrain for enemies.
- Stillness of the Deep (Passive).
Apsu exudes an aura of calm and stasis in a 100-foot radius. Enemies in this zone have disadvantage on attack rolls and saving throws against being paralyzed or restrained. Magical teleportation or planar travel within this area costs twice the usual action and resources. - Memory of the Waters (Recharge 4-6).
Apsu can cast Foresight on himself at will without concentration and gains advantage on all saving throws for 10 minutes. During this time, Apsu can sense and read the memories of any creature touching water within 1 mile.
ACTIONS
- Multiattack.
Apsu makes three attacks: two with his Tidal Claws and one with Abyssal Breath. - Tidal Claws. Melee Weapon Attack: +20 to hit, reach 20 ft., one target.
Hit: 45 (8d8 + 11) slashing damage plus 27 (6d8) cold damage. - Tail Swipe. Melee Weapon Attack: +20 to hit, reach 30 ft., one target.
Hit: 55 (10d8 + 11) bludgeoning damage, and the target must succeed on a DC 28 Strength saving throw or be knocked prone. - Abyssal Breath (Recharge 5-6).
Apsu exhales a 60-foot cone of freezing freshwater mist. Each creature in the cone must make a DC 28 Constitution saving throw, taking 90 (20d8) cold damage and 90 (20d8) bludgeoning damage on a failed save, or half as much on a successful one. Targets failing the save are restrained in magical ice for 1 minute (escape DC 28). - Summon Elemental Myrmidons (1/Day).
Apsu summons 4 Water Elemental Myrmidons to fight alongside him. They appear in unoccupied spaces within 60 ft. and obey his commands.
SPELLCASTING
Apsu is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 28, +20 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At Will: Control Water, Water Breathing (Mass), Detect Magic, True Seeing, Gust of Wind, Shape Water (extended), Purify Food and Drink (1-mile radius ritual), Light
- 3/Day Each: Wall of Water, Cone of Cold, Greater Restoration, Commune with Nature, Tidal Wave, Freedom of Movement, Heal, Holy Aura, Legend Lore
- 2/Day Each: Tsunami, Foresight, Maze, Control Weather, Divine Word, Plane Shift (water-aligned planes only)
- 1/Day Each: Miracle (water, nature, healing, or balance themes only), Wish (only to undo unnatural devastation), Storm of Vengeance (reskinned as “Deluge of Judgment”), Mass Heal, Antimagic Field, Imprisonment (sealed in crystal lake/glacier)
- Legendary (1/Month): Memory of the First Spring (restores a 10-mile radius region to pristine primordial state, removing corruption, curses, undead influence, and magical blight)
LEGENDARY ACTIONS (5 per round)
- Water Whip.
Melee Weapon Attack: +20 to hit, reach 30 ft., one target.
Hit: 35 (6d8 + 11) bludgeoning damage and the target is pulled 20 feet closer. - Wave Crash (Costs 2 Actions).
Apsu causes a powerful wave to crash in a 40-foot line that is 10 feet wide. Each creature in the line must succeed on a DC 27 Dexterity saving throw or take 60 (10d10 + 10) bludgeoning damage and be knocked prone. - Invoke the Depths (Costs 3 Actions).
Apsu calls forth a pool of primordial water beneath a target within 100 ft., creating a 30-foot radius zone of difficult terrain and magical silence for 1 minute.
LAIR ACTIONS (Recharge 6)
On initiative count 20 (losing initiative ties), Apsu takes a lair action to cause one of the following effects:
- The water in the lair shifts and boils, forcing all enemies to make a DC 27 Constitution saving throw or take 40 (8d8 + 4) acid damage.
- An ancient spring gushes forth, healing Apsu and his allies for 100 hit points.
- The lair shimmers with illusions of primordial waters; creatures that start their turn here must succeed on a DC 26 Wisdom saving throw or be charmed until the end of their next turn.
REGIONAL EFFECTS
The region within 10 miles of Apsu’s lair is transformed by his presence:
- Freshwater sources become sacred wells, granting restoration and water breathing to those who drink.
- Water-based magic costs no components and is heightened in power (damage increased by 10%).
- Weather in the area is perpetually calm with moonlit clear nights, fostering tranquility.
- Water creatures become more aggressive and territorial.
Lore Notes
Apsu is envisioned as a colossal serpentine dragon wreathed in living freshwater currents, scales shimmering like polished lapis lazuli and aqua glass. He embodies the calm, ordered freshwater opposite the chaos and saltwater of his consort Tiamat. Apsu seeks balance, restoration, and the preservation of primordial order beneath the ever-changing surface of creation.
Bio and Divine Purpose
Apsu is the primordial god of freshwater and stillness, the boundless source from which all life once flowed. In the time before time, when the cosmos was shapeless and dark, Apsu existed as a formless depth, a vast and silent ocean beneath the void. He is the first substance, the original calm, the untouched potential of creation.
With Tiamat—the chaos-sea of salt—he fathered the gods, unknowingly shaping the first pantheon. But when these divine children brought movement, light, and noise into the world, Apsu felt his perfect silence shatter. Order, to him, was not hierarchy or law—it was stillness. The endless ripple of godly ambition was an infection, a disruption. To restore the cosmos, Apsu sought to return it to quiet: to drown creation back into still water.
Before he could act, he was betrayed—slain by Ea (or Enki), god of magic, in a preemptive strike that ensured the reign of the younger gods. His body became the foundation of the world. His consciousness—undying and vast—sank into the deepest recesses of reality, where it now dreams in silence.
But Apsu is not truly dead. He dreams beneath the planes, beneath the very Weave of magic, and his will seeps up through the cracks of time. Cults of silence, dragons of abyssal ancestry, and oracles who hear the sea in their sleep are all touched by his slow, relentless return.
He does not crave vengeance—he desires restoration. Not in fire, not in blood, but in the return to the unshaped, the unspoken, the unchanging. In Apsu’s ideal cosmos, time is still, the stars do not burn, and thought returns to the deep.
He dreams not of the end of the world. He dreams of the beginning—again.
Currently
Apsu, the Breath Beneath the Waters
The world is young.
From the deep, before form, before flame, before the whisper of thought, he stirs.
Apsu, the Primordial Freshwater, ancient even among the timeless. He is not born; he is a becoming—an infinite stillness that dreams. His body is a sea of sweet water cradled beneath stone and root, a murmuring presence beneath the firmament. He is cool clarity in a world of chaos, a patient pulse in the soil’s veins.
Where others rage or burn, Apsu listens.
He is the pulse of the Earth’s first memory.
The Dawning Earth
As fire and stone cool and the firmament settles, Apsu awakens beneath the surface, pooling in underground hollows, carving aquifers with every slow breath. From him, rivers spring forth—pure, unknowable, and unchallenged.
Beside him floats Tiamat, salt and storm. Together, they conceive the cosmos: titanic children of wind, stone, storm, and sky. But as their offspring grow—restless, churning, thunderous—Apsu grows weary. The noise disrupts his perfect stillness. The harmony he forged in silence is shattered by ambition.
He confides in Tiamat: “I shall silence them. Return the world to stillness.” But he does not yet act.
The Betrayal and the Sleep
Before he moves, Ea—a son of the heavens, clever and sly—strikes first. Using the very essence of his father’s waters, he conjures sleep and silence to slay the one who taught the world to flow.
Apsu falls.
But death is a misnomer. Apsu does not perish. He changes. He is not an entity who can truly die—he becomes Subsurface, Aquifer, Dreaming Well, a presence flowing in hidden realms.
Ea builds his fortress atop Apsu’s body, but the old god lingers—his consciousness seeps into the water itself.
And he waits.
The River of Ages
Centuries pass. Civilizations rise. Mortals carve wells and springs from Apsu’s sacred veins. As they drink, dream, and worship, he listens. He learns.
When Mesopotamian cities crown themselves in bronze and ziggurats, Apsu whispers from temple pools. When the Nile floods, when the Ganges chants through stone mouths, when shamans dream beside mountain springs—Apsu is there, unseen, but watching.
He begins to change his desire.
He no longer seeks silence, but balance. The cacophony of gods and mortals can coexist—if harmony can be reclaimed.
The Age of Shadow and Cross
As the medieval world crawls into light and ink, the 1450s mark a threshold. The printing press roars in Mainz. The Ottomans storm Constantinople. Stars begin to fall under the scrutiny of telescopes and philosophers.
Apsu watches, ageless in aqueducts and deep wells.
He senses something new: the creeping thirst of empires, of men who no longer revere water, but drain it.
The world drinks him dry, not in veneration, but in conquest.
And so, Apsu stirs again—not in violence, but in subtle influence. Springs dry up near greedy cities. Drought kisses war-scorched plains. Yet, oases bloom for those who speak to water, who revere its mystery. Apsu chooses now not to silence—but to remind.
Goals, Desires, and Purpose
Apsu seeks not dominion, but harmony. His dream is a world where mortals understand the sacred beneath their feet—that water is not resource, but divine communion.
He sends visions through reflection, guidance in scrying bowls, calm in the heart of monks meditating beside mountain streams. He empowers druids, oracles, and those who worship the Source rather than the Storm.
Apsu does not rage like Tiamat. He does not rule like Marduk.
He waits.
And in every drop of untouched spring water, he dreams again of stillness—not in silence, but in song.