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    • Pantheon: Mesopotamian pantheon
    • Deity Title: Nergal, God of the Underworld and Plague
    • Deity Symbol: A lion or a lion-headed eagle with a sword or a mace
    • Home Plane: The underworld
    • Deity Level: Intermediate deity
    • Alignment: Chaotic Evil
    • Aliases: Erra, Irra, Nirgal, Meslamtaea
    • Superior: Enlil (in some versions)
    • Traditional Allies: Ereshkigal, the Anunnaki, the Igigi
    • Traditional Foes: Marduk, Ea, Shamash, Tiamat
    • Divine Artifact: The Mace of Nergal, which can cause plague and destruction
    • Servants: Various types of demons, including the Masaru (demons who protect cities) and the Utukku (evil spirits who cause disease), ghouls, undead creatures
    • Servitor Creatures: Scorpions, lions, dogs, and other beasts associated with death
    • Sacred Animal: Lion
    • Manifestations: Plagues, epidemics, earthquakes, volcanic eruptions, and other natural disasters
    • Signs of Favor: A sudden outbreak of plague or disease, victory in battle, strength and power
    • Worshipers: Warriors, necromancers, sorcerers, and those who seek power through death and destruction
    • Cleric Alignments: Chaotic Evil, Neutral Evil, Lawful Evil
    • Specialty Priests: Plague bringers, death knights, and necromancers
    • Holy Days: The 10th day of the month of Abu (July/August), and the 27th day of the month of Adar (February/March)
    • Portfolio: Death, disease, destruction, war, and the underworld
    • Domains: Death, Destruction, Evil, War
    • Favored Weapon: The mace
    • Favored Class: Cleric
    • Favored Race: Humans
    • Duties of the Priesthood: To spread disease and destruction, to summon and control undead creatures, to lead armies in battle, and to conduct rituals to honor Nergal
    • Major Cult/Temple Sites: The Temple of Nergal in Cuthah, the Temple of Nergal in Kutha, the E-meslam temple in Babylon
    • Benefits: The priesthood of Nergal enjoys great power and privilege, and its members are often feared and respected. They have access to powerful spells and can command armies of undead creatures. They are also granted immunity to diseases and poisons, and can call upon Nergal for aid in battle or other endeavors.

    Nergal is a powerful and feared Mesopotamian deity who presides over the underworld, war, and pestilence. He is often depicted as a fierce warrior with a lion’s head and a human body, wielding a formidable weapon in battle. Nergal is known for his relentless nature and his insatiable hunger for power and conquest.

    Despite his fearsome reputation, Nergal has a complex personality and a rich history. He was born as the son of Enlil and Ninlil, and was raised by the goddess Ereshkigal in the underworld. It was here that he developed his taste for power and began to build his own kingdom of the dead.

    Over time, Nergal’s sphere of influence expanded to include war and pestilence, reflecting his dual nature as both a destroyer and a protector. He became a patron of soldiers and warriors, and was often invoked in battle for his strength and courage.

    Despite his many successes, Nergal remains driven by his desire for greater power and influence. He is a force to be reckoned with, and those who cross him risk facing his wrath. Ultimately, Nergal seeks to achieve dominance over all realms of existence, and will stop at nothing to achieve his goals.

    Nergal, God of the Underworld and Plague

    Nergal, God of the Underworld and Plague

    Medium deity, chaotic evil

    Armor Class 30 (natural armor) Hit Points 850 (50d20 + 300) Speed 60 ft.

    30 (+10)28 (+9)30 (+10)26 (+8)28 (+9)30 (+10)

    Saving Throws Str +20, Dex +19, Con +20, Int +18, Wis +19, Cha +20

    Skills Intimidation +20, Religion +18, Arcana +18, Insight +19

    Damage Immunities Necrotic, Poison, Psychic

    Condition Immunities Charmed, Exhaustion, Frightened, Poisoned

    Senses truesight 120 ft., passive Perception 29

    Languages all, telepathy 120 ft.

    Challenge 30 (155,000 XP)

    Divine Awareness He is aware of any creature within 1 mile of his worshipers, holy sites, or objects.

    Legendary Resistance (3/day) If he fails a saving throw, he can choose to succeed instead.

    Divine Intervention Nergal can use his action to cast any spell from the Death, Destruction, Evil, or War domain without expending a spell slot.

    Spellcasting Nergal is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 30, +22 to hit with spell attacks). He can cast any spell from the Death, Destruction, Evil, or War domain without preparing it in advance. He has the following spells prepared:

    • Cantrips (at will): chill touch, control flames, mage hand, message, prestidigitation
    • 1st level (8 slots): cause fear, false life, inflict wounds, ray of sickness
    • 2nd level (7 slots): blindness/deafness, contagion, crown of madness, ray of enfeeblement
    • 3rd level (7 slots): animate dead, bestow curse, fear, vampiric touch
    • 4th level (7 slots): blight, death ward, phantasmal killer, staggering smite
    • 5th level (7 slots): contagion (mass), enervation, insect plague, raise dead
    • 6th level (7 slots): circle of death, harm, magic jar, symbol (death)
    • 7th level (7 slots): finger of death, plane shift (self only), power word pain, symbol (fear)
    • 8th level (7 slots): create undead, power word stun, symbol (death), symbol (insanity)
    • 9th level (7 slots): energy drain, power word kill, storm of vengeance, true resurrection


    Multiattack Nergal can use his action to make 3 attacks: 2 with his mace and 1 with his sword.

    • Mace Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit: 46 (5d12 + 10) bludgeoning damage plus 14 (4d6) necrotic damage.
    • Sword Melee Weapon Attack: +23 to hit, reach 10 ft., one target. Hit: 44 (5d10 + 10) slashing damage plus 14 (4d6) fire damage.
    • Plague Breath (Recharge 5-6) He exhales a cloud of noxious gas in a 60-foot cone. Each creature in the area must make a DC 30 Constitution saving throw, taking 110 (20d10) poison damage on a failed save, or half as much damage on a successful one.
    • Aura of Plague and Death At the start of each of Nergal’s turns, each creature within 60 feet of him takes 14 (4d6) necrotic damage and 14 (4d6) poison damage. Undead and fiends within the aura regain 14 (4d6) hit points at the start of their turns.

    Legendary Actions

    Nergal 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. Nergal regains spent legendary actions at the start of his turn.

    • Mace Attack Hel makes one mace attack.
    • Plague Bolt (Costs 2 Actions) Nergal targets one creature within 120 feet of him. The target must make a DC 30 Constitution saving throw, taking 55 (10d10) poison damage and 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.
    • Plague Cloud (Costs 3 Actions) Nergal exhales a cloud of noxious gas in a 120-foot cone. Each creature in the area must make a DC 30 Constitution saving throw, taking 110 (20d10) poison damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of Nergal’s next turn.

    Lair Actions

    On initiative count 20 (losing initiative ties), Nergal can take a lair action to cause one of the following effects. Nergal can’t use the same effect two rounds in a row:

    • Nergal chooses up to six creatures within 60 feet of him and drains 55 (10d10) hit points from each of them. Nergal gains hit points equal to the total amount drained.
    • Nergal creates an earthquake in a 60-foot radius around him. Each creature on the ground within the area must make a DC 30 Dexterity saving throw, taking 110 (20d10) bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of Nergal’s next turn.
    • Nergal summons 1d4 undead creatures of CR 16 or lower, which appear in unoccupied spaces within 120 feet of him.

    Regional Effects

    The region containing Nergal’s realm is warped by his presence, which creates the following effects:

    • Disease and sickness are more common in the region, and any creatures that die within 1 mile of his realm rise as undead creatures under Nergal’s control.
    • The ground around Nergal’s realm is barren and lifeless, with no plants or animals living in the area. The sky is always overcast, and a sickly green glow emanates from Nergal’s realm, visible up to 5 miles away.
    • Undead creatures and fiends in the region gain a bonus to their hit points equal to Nergal’s proficiency bonus. Additionally, undead creatures and fiends within 1 mile of his realm are under Nergal’s control, and they obey his commands without question.



    Nergal is a powerful devil known for their ruthless nature and unwavering ambition. His piercing red eyes are said to reflect the fires of the Nine Hells themselves, and his imposing figure strikes fear into the hearts of even the bravest adventurers. He is not one to be trifled with, for he is a master of deception and manipulation, capable of bending even the most steadfast of mortals to their will.

    Born into the infernal ranks, He quickly rose through the ranks, honing his skills and sharpening his mind to a razor’s edge. His ultimate goal is to seize control of the Nine Hells and establish himself as the undisputed ruler of all the infernal planes. Nergal will stop at nothing to achieve his ambitions, using any means necessary to gain power and crush their enemies.

    Nergal is cunning and strategic, always planning his next move with precision and care. He surrounds himself with loyal followers and trusted advisors, all of whom are willing to do his bidding without question. Despite his ruthless nature, Nergal has a strange fascination with mortals, viewing them as little more than pawns to be used in their schemes.

    Nergal is not without his weaknesses, however. He is known to be reckless at times, allowing his desire for power to cloud his judgment. This has led to some disastrous defeats in the past, but Nergal always manages to bounce back stronger and more determined than ever before.

    In the end, Nergal’s fate is uncertain. They may one day achieve his ultimate goal and become the undisputed ruler of the Nine Hells, or they may fall to the machinations of his enemies. Whatever the future holds, one thing is certain: Nergal will stop at nothing to achieve those ambitions, and those who stand in his way do so at their own peril.

    Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

    On this Thread

    Large outsider (Cosmic, Devil, Evil, Lawful)
    Hit Dice41d8 + 533 (861 hp)
    Speed50 ft.
    Armor Class61 (+12 deflection, +7 Dexterity, +7 insight, +25 natural) touch 36, flat-footed 47
    Base Attack/Grapple+41/+61
    AttackBite +56 melee (4d6 + 16) or tentacle +54 melee (2d10 + 8) or rock +52 ranged (2d6+ 16)
    Full AttackBite +56 melee (4d6 + 16 and disease) and 2 claws +54 melee (2d8 + 8) and 10 tentacles +54 melee (2d10 + 8)
    Space/Reach10 ft. /10 ft. (20 ft. with tentacles)
    Special AttacksBarbed body, constrict, disease, improved grab, poison, spell-like abilities
    Special QualitiesDamage reduction 30/epic good, and silver, regeneration 10, immunity to fire and poison, resistance to acid 20 and cold 20, see in darkness, Spell Resistance 44, telepathy 500 ft.
    SavesFort +35, Ref +29, Will +29
    AbilitiesStrength 42, Dexterity 25, Constitution 36, Intelligence 32, Wisdom 25, Charisma 34
    SkillsAppraise +55, Bluff +56, Concentration +57, Diplomacy +40, Disguise +56 (+60 acting), Escape Artist +51, Forgery +50, Hide +47, Intimidate +60, Knowledge (Arcana) +55, Knowledge (history) +50, Knowledge (the planes) +50, Knowledge (religion) +50, Listen +51, Move Silently +51, Search +34, Sense Motive +51, Spellcraft +72, Spot +51, Survival +29 (+33 other planes, +31 tracking), Use Magic Device +56
    FeatsBrutal Throw, Cleave, Combat Reflexes, Dark Speech, Great Cleave, Improved Initiative, Maximize Spell-like Ability, Multiattack, Power Attack, Power Throw, Skill Focus (Spellcraft), Throw Anything, Violate Spell-Like Ability
    Epic FeatsEpic Skill Focus (Spellcraft)
    Climate/TerrainAvernus (The Nine Hells)
    OrganizationSolitary (unique)
    TreasureQuadruple Standard
    AlignmentLawful Evil

    Barbed Body (Ex): Any creature striking Nergal with hand held weapons or natural weapons takes 2d6 + 13 points of piercing and slashing damage from the archdevil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. If Nergal is grappling a foe (not with his tentacles), the barbs deal double damage every round.

    Constrict (Ex): Nergal deals 2d10 + 16 points of damage with a successful grapple check.

    Disease (Su): Devil chills and greater warp touch, Fortitude DC 43, incubation 1 day.

    Improved Grab (Ex): Nergal must strike a Medium or smaller sized foe with a tentacle attack to use this ability. With a successful grapple check he automatically deals constrict damage each round.

    Poison (Ex): Contact, Fortitude DC 43, damage 1d2 Constitution. Unlike lesser devils’ poison, the Bringer of Pestilence’s poison is continuous. Until treated with magic or a DC 53 Heal check, the poison continues to deal its ability damage every minute. Any creature striking Nergal with a natural weapon, grappling with him or struck by one of his natural attacks must save against the poison. Those who succeed on the initial save are immune to Nergal’s poison for 24 hours.

    Spell-like Abilities:

    1/day – contingency Caster level 30th.

    Cosmic Entity: Nergal has a +4 bonus on rank checks dealing with disease.

    Regeneration (Ex): Nergal takes normal damage from good aligned silver weapons, and from good aligned spells or effects.


    Nergal is a powerful deity, feared and revered by many. As the god of the underworld, he holds dominion over death and decay, and his influence can be felt throughout the mortal realm.

    In the 1450s, Nergal is a shadowy figure, lurking in the shadows and observing the world from afar. He is not content to simply watch, however, for he has a plan in motion.

    His eyes are fixed on the rise of the Ottoman Empire, and he sees in their conquests the potential to bring about a new era of death and destruction. He knows that the Ottomans are not invincible, but he believes that they can be manipulated to his advantage.

    To this end, Nergal has taken on a new guise, that of a wise advisor to the Ottoman sultan. He speaks softly, but his words carry great weight, and he uses his influence to shape the course of events.

    At the same time, Nergal is also working behind the scenes to weaken the kingdoms of Europe. He whispers in the ears of kings and princes, sowing discord and mistrust, and he delights in watching as their alliances crumble and their armies fall apart.

    Despite his long-term goals, Nergal is not without his moments of pleasure. He takes great joy in the suffering of mortals, and he delights in the misery that he sees around him.

    But his ultimate goal is not simply to revel in the destruction of the world. Rather, he seeks to bring about a new order, one in which death and decay are revered and celebrated, and where his power is absolute.

    And so Nergal continues to plot and scheme, using his vast powers to shape the course of history. He knows that his work is far from finished, but he is patient, and he is willing to wait for centuries if need be to achieve his ultimate goal. For Nergal, time is a mere plaything, and he is content to watch and wait until the world is ready for his grand design.

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