Nergal — Lord of Kutha, Plague, War & Inflicted Death

Nergal, Mesopotamian god of plague, war and inflicted death

Nergal rules death brought upon others: the fever in a besieged city, the sword-stroke on a battlefield and the ruin left behind an advancing army. From Kutha his priests confront the terror they serve, for the god who sends pestilence also has the power to turn it aside. An adventurer seeking his aid must decide what price can be paid without passing that suffering to the innocent.

At a Glance

Pantheon

Mesopotamian

Divine Rank

Greater Deity

Alignment

Neutral Evil

Titles

Lord of Kutha; Lord of the Underworld; Bringer of Pestilence

Portfolio

Inflicted death, plague, pestilence, warfare, destruction, demonic forces and underworld kingship

Great Cult Centre

Kutha — the E-meslam tradition

Syncretisms

Meslamtaea and, from the Old Babylonian period onward, Erra

Later Consort

Ereshkigal

Divine Realm

The House of Meslam within the greater underworld realm

What Is Nergal Doing Right Now?

Nergal is following wars that create disease faster than armies create victory. Camps, sieges, burned farmland and refugee roads have become places where his two great powers—warfare and pestilence—meet naturally. His priests warn that a battlefield does not end when the soldiers stop fighting; it ends when the dead are buried, the water is clean and the disease has passed.

He is also contesting control of the underworld’s violent dead. Ereshkigal rules the realm itself, but Nergal claims special authority over those who die by plague, battle and destructive force. Their marriage does not erase that tension.

Appearance & Manner

Nergal appears as a horn-crowned warrior with a heavy mace and the heat-haze of a scorched battlefield around him. His imagery can include a weapon standing upon a dragon, an attested symbolic form, rather than the borrowed lion-headed devil imagery used by older fantasy sources. He is direct, impatient and more interested in consequences than excuses.

Plague, War & Inflicted Death

Nergal represents death imposed from outside: disease, pestilence, battle and destruction. That distinguishes him from Ereshkigal, whose older sovereignty concerns the underworld as a realm and institution. In war Nergal accompanies kings into battle and delivers death to enemies; in plague he commands destructive supernatural forces associated with disease.

His power can also be protective. Mesopotamian religion often uses frightening chthonic or destructive beings apotropaically: the god who commands disease may be invoked to turn it away. A household amulet invoking Erra or Nergal is therefore not a contradiction.

Divine Relationships

Ereshkigal. His later consort and older sovereign of the underworld. Their marriage joins inflicted death to the realm that receives the dead.

Enlil and Ninlil. One important genealogy makes Nergal their son.

Erra. From the Old Babylonian period onward Nergal is syncretised with the Semitic death god Erra. This is a historical fusion, not a separate demon wearing Nergal’s name.

Ninurta and Zababa. Nergal’s martial nature creates strong parallels with other warrior gods, but they remain distinct divine powers.

Worship, Kutha & Protection from Destruction

Nergal’s great cult centre is Kutha. Soldiers, rulers, plague-stricken communities, exorcists and households facing epidemic danger may all invoke him for very different reasons. Some seek victory. Others seek the far more urgent favour of being passed over.

His priesthood understands quarantine, burial, battlefield sanitation and the political danger of panic. A cult that deliberately spreads disease for amusement has misunderstood the god’s destructive authority as mere sadism.

Omens, Favour & Displeasure

Favour appears as disease stopping at one doorway, a weapon surviving a battle unbroken, destructive spirits refusing to enter a warded house or a fever breaking after a proper burial. Nergal dislikes cowardice that leaves others exposed, commanders who deny obvious disease, necromancers who steal the war-dead from the underworld and rulers who begin destruction they cannot contain.

Encounters & Adventure Use

The Seven on the Road

Seven of Nergal’s destructive spirits leave a trail of emptied camps and unburied dead along the road to Kutha. The god has given no order to march. A broken command-tablet at the latest battlefield bears his seal, but a living hand recut the names. The adventurers must track the forger, protect the next camp and decide whether to banish the Seven or risk commanding them against the culprit.

The Plague Standard

An army marching west from Kutha has not lost a soldier to fever, while every village it passes closes its wells and buries its children. The army’s ash-black banner transfers illness to nearby households. Its captain will surrender the banner only if the party can protect the troops by some other means. Destroy it at once, and the sickness returns to the soldiers; leave it flying, and the next village is doomed.

Kutha’s Locked House

A fever grips the potters’ quarter in Kutha. The only written rite that can halt it lies inside an abandoned shrine whose doors were sealed after a former priest attempted to bind a plague-spirit. The party must enter through a roof vent, recover the ritual tablet and learn whether the bound spirit must be released, bargained with or destroyed before the rite can be performed.

Nergal in Play

Nergal confronts intruders as an armoured war god armed with plague-fire and the Mace of Meslam. In his presence the battlefield itself becomes a weapon. Most adventurers encounter his dreadful seven servants or plague-ridden priests long before standing before the Lord of Kutha.

Nergal — D&D 5.5e / 2024

Nergal, Bringer of the Last Fever

2024 · Large Celestial (Greater Deity), Neutral Evil · CR 37 (epic campaign rating; no official XP; PB +11)

Armor Class 29 (divine panoply); Hit Points 1,053 (54d10 + 756); Speed 50 ft.

STRDEXCONINTWISCHA
36 (+13)28 (+9)38 (+14)28 (+9)32 (+11)34 (+12)

Saving Throws Str +24, Dex +20, Con +25, Int +20, Wis +22, Cha +23
Skills Athletics +24, Insight +22, Intimidation +23, Perception +22, Religion +20
Resistances Fire, Necrotic, Psychic; Bludgeoning, Piercing and Slashing
Immunities Poison damage; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned
Senses Truesight 240 ft., Passive Perception 32; Languages all; Telepathy 1 mile

Divine Traits

Divine Nature. Nergal does not require air, food, drink or sleep. Destroying his body is not his permanent divine death.

Legendary Resistance (5/Day). If Nergal fails a saving throw, he can choose to succeed.

Magic Resistance. Nergal has Advantage on saving throws against spells and other magical effects.

Lord of Pestilence. A hostile creature beginning its turn within 30 feet of Nergal makes a DC 31 Constitution save. On a failure it takes 18 (4d8) Necrotic damage and has Disadvantage on its next Constitution save before the start of its next turn. On a success, it takes half damage and has no Disadvantage.

Inflicted Death. A creature damaged by Nergal receives only half the Hit Points it would regain from healing until the start of Nergal’s next turn.

Personal Divine Spellcasting

Charisma is Nergal’s spellcasting ability (save DC 31, +23 to hit with spell attacks). He requires no Material components. Each spell uses its printed casting time, remaining components, duration, targeting and Concentration; he can maintain only one Concentration spell at once. Limited uses return on a Long Rest. These are Nergal’s spells, not the spells his priests automatically gain.

Spell levelPersonal spellsUses
0Chill Touch, Fire Bolt, ThaumaturgyAt will
1stBane, Command, Ray of SicknessAt will
2ndBlindness/Deafness, Spiritual WeaponAt will
3rdBestow Curse, Dispel Magic, FireballAt will
4thBlight, Death Ward, Wall of Fire3/day each
5thContagion, Flame Strike, Greater Restoration3/day each
6thHarm, Heal, True Seeing3/day each
7thFire Storm, Finger of Death, Plane Shift2/day each
8thIncendiary Cloud, Sunburst1/day each
9thMeteor Swarm, Power Word Kill, True Resurrection1/day each

Actions

Multiattack. Nergal makes three Mace of Meslam attacks.

Mace of Meslam. Melee Attack Roll: +24 to hit, reach 15 feet, one creature. Hit: 39 (4d12 + 13) Bludgeoning plus 27 (6d8) Necrotic damage.

War-Plague (Recharge 5–6). Nergal unleashes a 60-foot cone. Each creature of his choice inside makes a DC 31 Constitution save, taking 72 (16d8) Poison plus 36 (8d8) Necrotic damage on a failure, or half on a success. A creature that fails cannot take Reactions until the end of its next turn.

Scorch the Battlefield (Recharge 5–6). Nergal ignites a 40-foot-radius circle on the ground he can see within 180 feet for 1 minute. The area is Difficult Terrain. A hostile creature entering it for the first time on a turn or starting its turn there takes 22 (4d10) Fire damage. A creature is damaged no more than once per turn by this effect. Nergal can end the fire without an action.

Inflict the Final Wound (1/Day). One creature with fewer than half its Hit Points, within 120 feet and visible to Nergal, makes a DC 31 Constitution save. On a failure, it drops to 0 Hit Points; if it has Legendary Resistance or Mythic traits, it instead takes 100 Necrotic damage. On a success it takes 50 Necrotic damage. The effect cannot permanently destroy another deity.

Bonus Action

March of Meslam. Nergal moves up to half his Speed without provoking Opportunity Attacks; one willing allied creature he sees within 60 feet may move 15 feet without provoking Opportunity Attacks.

Reaction

Scar of the Fallen. When a creature Nergal can see within 120 feet regains Hit Points, he reduces the amount regained by 40 (minimum 0). He has one Reaction per round.

Legendary Actions — Four Uses

Immediately after another creature ends its turn, Nergal can take one option and spend the stated uses; four uses return at the start of his turn. He cannot act while Incapacitated.

  • Mace Strike (1). Nergal makes one Mace of Meslam attack.
  • March of the Dead (1). He moves 25 feet without provoking Opportunity Attacks.
  • Plague Mark (2). One visible enemy within 90 feet makes a DC 31 Constitution save, taking 36 (8d8) Necrotic damage on a failure or half on a success. A failed save also prevents it regaining Hit Points until the end of its next turn.
  • Seven Spectral Weapons (3). Up to seven creatures of Nergal’s choice within 60 feet each make a DC 31 Dexterity save, taking 22 (4d10) Force damage on a failure or half on a success.

House of Meslam — Estate Action

On Initiative Count 20 (losing ties), while at his divine stronghold, Nergal chooses one effect: Ash Gale (a 50-foot-radius area is Lightly Obscured until the next count 20); Burning Line (a 60-foot line of floor is aflame until the next count 20; a creature entering or beginning its turn there takes 22 Fire damage, once per turn); or Seven Called (up to three fiendish allies he sees each move their Speed without provoking Opportunity Attacks). He cannot choose the same action in consecutive rounds.

Clerics and Domain Spells — 2024

War is Nergal’s core 2024 cleric domain. A campaign Pestilence Domain instead grants its paired spells at cleric level 3 (1st and 2nd level), 5 (3rd level), 7 (4th level) and 9 (5th level): Inflict Wounds / Ray of Sickness; Blindness/Deafness / Spiritual Weapon; Fear / Bestow Curse; Blight / Death Ward; Contagion / Destructive Wave. This is a separate campaign subclass choice, not extra spells a War cleric receives. Nergal’s personal spell uses are not available to his followers.

Relics — 2024

Mace of Meslam, Seven-Weapon Seal and Ash Banner

Mace of Meslam. Artifact weapon (mace), attunement by a creature Nergal accepts. You gain +3 to attack and damage rolls with this magic weapon. On a hit, it deals an extra 3d8 Necrotic damage. Its bearer can cast Contagion (save DC 20) once per Long Rest, following that spell’s normal casting time and Concentration.

Seven-Weapon Seal. Rare wondrous item; when a Fiend or disease-bearing spirit within 30 feet makes an attack roll against you, use your Reaction once per Long Rest to impose Disadvantage on that roll. This is not immunity to ordinary disease.

Ash Banner. Very rare wondrous item, bearer must hold it; allies within 30 feet have Advantage on saves against the Frightened condition and disease. If the bearer drops the banner, the protection ends.

Nergal — D&D 5e / 2014

Nergal, Lord of Kutha

2014 · Large celestial (deity), neutral evil · Greater Deity; Challenge 37 (unofficial epic design; no official XP; PB +11)

Armor Class 29 (divine panoply); Hit Points 1,053 (54d10 + 756); Speed 50 ft.

STRDEXCONINTWISCHA
36 (+13)28 (+9)38 (+14)28 (+9)32 (+11)34 (+12)

Saving Throws Str +24, Dex +20, Con +25, Int +20, Wis +22, Cha +23
Skills Athletics +24, Insight +22, Intimidation +23, Perception +22, Religion +20
Damage Resistances fire, necrotic, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses Truesight 240 ft., Passive Perception 32; Languages all; Telepathy 1 mile

Traits

Immortal Deity. Nergal requires no air, food, drink or sleep. Killing his body does not permanently kill the god without the campaign’s divine-death conditions.

Legendary Resistance (5/Day). If he fails a saving throw, he can choose to succeed instead.

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

Pestilent Presence. A hostile creature that begins its turn within 30 feet makes a DC 31 Constitution saving throw, taking 18 (4d8) necrotic damage and having disadvantage on Constitution saving throws until the start of its next turn on a failure, or half damage and no other effect on a success.

Last Wound. For a round after taking damage from Nergal, a creature can regain only half as many hit points from healing (round down).

Innate Spellcasting

Charisma is Nergal’s spellcasting ability (save DC 31, +23 to hit with spell attacks). He requires no Material components. Each spell uses its printed casting time, remaining components, duration, targeting and Concentration; he can maintain only one Concentration spell at once. Limited uses return at dawn. These are Nergal’s spells, not the spells his priests automatically gain.

Spell levelPersonal spellsUses
CantripsChill Touch, Fire Bolt, ThaumaturgyAt will
1stBane, Command, Ray of SicknessAt will
2ndBlindness/Deafness, Spiritual WeaponAt will
3rdBestow Curse, Dispel Magic, FireballAt will
4thBlight, Death Ward, Wall of Fire3/day each
5thContagion, Flame Strike, Greater Restoration3/day each
6thHarm, Heal, True Seeing3/day each
7thFire Storm, Finger of Death, Plane Shift2/day each
8thIncendiary Cloud, Sunburst1/day each
9thMeteor Swarm, Power Word Kill, True Resurrection1/day each

Actions

Multiattack. Nergal makes three Mace of Meslam attacks.

Mace of Meslam. Melee Weapon Attack: +24 to hit, reach 15 ft., one creature. Hit: 39 (4d12 + 13) bludgeoning damage and 27 (6d8) necrotic damage.

War-Plague (Recharge 5–6). Nergal exhales pestilent cinders in a 60-foot cone. Each creature of his choice in the cone makes a DC 31 Constitution saving throw, taking 72 (16d8) poison and 36 (8d8) necrotic damage on a failed save, or half as much on a successful one. A creature failing the save cannot take reactions until the end of its next turn.

Burning Earth (Recharge 5–6). Nergal chooses a 40-foot-radius circle on ground within 180 feet he can see. For 1 minute it becomes difficult terrain and burns creatures entering it for the first time on a turn or beginning their turn inside for 22 (4d10) fire damage (once per turn).

Sentence of Slaughter (1/Day). One visible creature below half its hit points within 120 feet makes a DC 31 Constitution saving throw. On failure it drops to 0 hit points (a creature with Legendary Resistance instead takes 100 necrotic damage); on success it takes 50 necrotic damage. It cannot permanently kill another deity.

Bonus Action

War March. Nergal moves 25 feet without provoking opportunity attacks. One ally he can see within 30 feet may move 10 feet without provoking opportunity attacks.

Reaction

Wither the Cure. When a visible creature within 120 feet regains hit points, Nergal reduces that instance of healing by 40, to a minimum of 0.

Legendary Actions

Nergal can take four legendary actions each round, using one option at the end of another creature’s turn. Spent actions return at the start of his turn and cannot be used while incapacitated.

  • Mace Strike. He attacks with the Mace of Meslam.
  • Ash Stride. He moves up to 25 feet without provoking opportunity attacks.
  • Plague Mark (Costs 2 Actions). One enemy within 90 feet makes a DC 31 Constitution save; on failure it takes 36 (8d8) necrotic damage and cannot regain hit points until the end of its next turn; on success it takes half damage.
  • Seven Weapons (Costs 3 Actions). Up to seven enemies he can see within 60 feet each make a DC 31 Dexterity save, taking 22 (4d10) force damage on a failure or half as much on a success.

Kutha’s Divine Stronghold — Lair Actions

In his own stronghold, initiative count 20 (losing ties) allows Nergal one of these actions, not repeated consecutively: fill a 50-foot-radius area with lightly obscuring ash for 1 round; set a 60-foot ground line alight (22 fire damage on entering or starting there, once per turn); or let three visible fiendish allies each move up to their speed without provoking opportunity attacks.

Clerics and Domain Spells — 2014

The 2014 War Domain is the ordinary cleric choice for Nergal; Death is an optional DMG domain. The campaign’s Pestilence Domain is a distinct choice: its always-prepared pairs unlock at cleric levels 1, 3, 5, 7 and 9 in that order: inflict wounds / ray of sickness; blindness/deafness / spiritual weapon; fear / bestow curse; blight / death ward; contagion / destructive wave. Domain spell grants are separate from Nergal’s own innate spells.

Relics — 2014

Mace of Meslam, Seven-Weapon Seal and Ash Banner

Mace of Meslam. Artifact weapon (mace), requires attunement by a creature Nergal accepts. The weapon grants +3 to attack and damage rolls and deals an additional 3d8 necrotic damage on a hit. Once per day at dawn, the bearer can cast contagion (save DC 20) using the spell’s normal action and duration.

Seven-Weapon Seal. Rare wondrous item; once per day when a fiend attacks the bearer from within 30 feet, the bearer can use a reaction to impose disadvantage on the attack roll.

Ash Banner. Very rare wondrous item; while held aloft, allies within 30 feet have advantage on saving throws against fear and disease. The effect ends when the bearer no longer carries it.

Nergal — Pathfinder 1e

Nergal, Destroyer of Kutha

CR 37 / MR 10 (unofficial epic extrapolation; no published XP) · NE Large outsider (divine, evil, extraplanar)

Init +13 (Dex +9, Improved Initiative +4); Senses darkvision 120 ft., true seeing, see invisibility; Perception +62; Aura pestilence (30 ft.).

AC 59, touch 45, flat-footed 50 (–1 size, +9 Dex, +14 natural, +15 divine, +12 deflection)
hp 936 (48d10 + 672)
Fort +40, Ref +35, Will +37
DR 20/epic; Immune disease, fire, poison; Resist cold 30, electricity 30, negative energy 30; SR 48
Speed 50 ft.

Melee +5 heavy mace +66/+61/+56/+51 (2d6+18 bludgeoning plus 6d6 negative energy); Space 10 ft.; Reach 10 ft.; Base Atk +48; CMB +62; CMD 79

Str 36, Dex 28, Con 38, Int 28, Wis 32, Cha 34
Skills Intimidate +63, Knowledge (religion) +60, Knowledge (planes) +60, Perception +62, Sense Motive +62, Spellcraft +60
Feats (24): Combat Reflexes; Power Attack; Cleave; Great Cleave; Improved Bull Rush; Greater Bull Rush; Weapon Focus (heavy mace); Improved Critical (heavy mace); Critical Focus; Staggering Critical; Stunning Critical; Toughness; Iron Will; Improved Iron Will; Great Fortitude; Improved Great Fortitude; Lightning Reflexes; Improved Lightning Reflexes; Spell Focus (necromancy); Greater Spell Focus (necromancy); Spell Penetration; Greater Spell Penetration; Improved Initiative; Quicken Spell-Like Ability (contagion).
Languages all, telepathy 1 mile; Environment Kutha or Meslam.

Special Abilities

Divine Immortality (Ex). Nergal does not age or die from mundane disease or poison. When destroyed, his manifested body returns only through the campaign’s divine restoration; permanent divine death requires separate conditions.

Pestilence Aura (Su). Hostile living creatures starting their turns within 30 feet make a DC 46 Fortitude save (Charisma-based); on failure they take 6d6 negative energy damage and are sickened for 1 round; on success they take half damage and are not sickened. This supernatural harm is not a transmissible natural disease.

Inflicted Death (Su). A creature Nergal hits with his mace receives only half the normal hit points from magical healing for 1 round (round down); this does not apply to negative energy healing received by an undead creature.

War-Plague (Su; recharge 1d4 rounds). 60-foot cone, DC 46 Fortitude save. Failure deals 12d6 fire plus 12d6 negative energy and leaves the target staggered for 1 round; success halves damage and negates staggering. Spell resistance applies. Creatures immune to one damage type take no damage of that type.

The Seven (Su; 1/day). Nergal calls seven destructive spirits within 60 feet, each appearing in an unoccupied square. They use the site’s ordinary fiendish or spirit creature statistics appropriate to this court, and act on his initiative starting next round; they remain for 1 minute or until destroyed. This does not create seven additional attacks by Nergal during his turn. Their exact creature identities must be selected before encounter play.

House of Meslam (Su). Within his divine realm once per round on initiative 20 Nergal either makes a 50-foot-radius area difficult terrain for 1 round, ignites a 60-foot line (6d6 fire on entering or starting, once per round), or permits three allies to move up to their speed without provoking attacks of opportunity.

Divine Spell-Like Abilities

Caster level 30; concentration +42; Charisma-based saving throw DC 22 + spell level. Spell-like ability rules apply to components, actions and spell resistance. Individual daily uses renew at sunrise in Kutha.

LevelSpell-like abilitiesUses
0detect magic, guidance, resistanceAt will
1stcause fear, command, ray of enfeeblementAt will
2nddeath knell, scorching ray, silenceAt will
3rdcontagion, dispel magic, fireballAt will
4thdeath ward, fear, wall of fire3/day each
5thblight, flame strike, greater command3/day each
6thharm, greater dispel magic3/day each
7thdestruction, fire storm, plane shift2/day each
8thincendiary cloud, horrid wilting1/day each
9thgate, miracle, wail of the banshee1/day each

Granted Cleric Domains and Domain Spells

Death, Destruction, Evil and War are Nergal’s Pathfinder domains; Pestilence is an alternative campaign domain. Its spells for levels 1–9 are ray of sickening, death knell, contagion, fear, blight, harm, destruction, horrid wilting, wail of the banshee. A cleric takes powers and bonus spell slots from its chosen domains, not Nergal’s innate spell-like uses.

Relics — Pathfinder 1e

Mace of Meslam, Seven-Weapon Seal and Ash Banner

Mace of Meslam: Major artifact, +5 unholy heavy mace, wielder chooses its alignment compatibility at attunement. It deals an additional 3d6 negative energy damage on a hit; 1/day it produces contagion (CL 20th, DC 21, standard action). This additional power never makes its negative energy damage bypass immunity.

Seven-Weapon Seal: Wondrous item, caster level 14th; 1/day immediate action, a hostile evil outsider attacking within 30 feet takes a –4 penalty on its attack roll.

Ash Banner: Wondrous item, caster level 14th; while carried, allies within 30 feet gain a +4 resistance bonus on saves against fear and disease (does not stack with other resistance bonuses).

Nergal — D&D 3.5e

Nergal, Warlord of the Great Below

Greater deity (Divine Rank 16); NE Large Outsider 20 / Fighter 20 / Cleric 20; suggested CR 50 (unofficial; not a published encounter or XP value)

Hit Dice 20d8 + 20d10 + 20d8 + 840 (1,130 hp); Init +13; Speed 50 ft.
AC 62, touch 44, flat-footed 53 (10 base, –1 size, +9 Dex, +18 natural, +16 divine, +10 deflection).
Base Attack/Grapple +55/+72; Attack +5 heavy mace +88 melee (2d6+18 bludgeoning plus 4d8 negative energy); Full Attack +88/+83/+78/+73; Space/Reach 10 ft./10 ft.
Special Attacks War-Plague, Inflicted Death, salient divine abilities, cleric spellcasting; Special Qualities DR 30/epic, SR 67, true seeing, divine immortality, immunity to disease, fire and poison.
Saves Fort +66, Ref +49, Will +57 (including Divine Rank 16).
Str 36 (+13), Dex 28 (+9), Con 38 (+14), Int 28 (+9), Wis 32 (+11), Cha 34 (+12).

Skills Concentration +72, Intimidate +72, Knowledge (religion) +72, Knowledge (the planes) +72, Listen +72, Spot +72, Spellcraft +72.
General feats (21 for 60 HD): Combat Casting; Improved Initiative; Great Fortitude; Lightning Reflexes; Iron Will; Toughness; Cleave; Great Cleave; Power Attack; Improved Bull Rush; Improved Critical (heavy mace); Weapon Focus (heavy mace); Weapon Specialization (heavy mace); Greater Weapon Focus (heavy mace); Greater Weapon Specialization (heavy mace); Combat Reflexes; Quick Draw; Blind-Fight; Spell Focus (necromancy); Greater Spell Focus (necromancy); Spell Penetration.
Fighter bonus feats (11 from fighter 20): Dodge; Mobility; Spring Attack; Combat Expertise; Improved Trip; Improved Disarm; Improved Feint; Improved Sunder; Improved Overrun; Whirlwind Attack; Weapon Focus (longsword).
Environment House of Meslam; Alignment neutral evil.

Salient Divine Abilities

Avatar, Battlesense, Divine Battle Mastery, Divine Shield, Divine Spellcasting, Mass Divine Blast, Wound Enemy and Life and Death. These are 3.5e-style salient powers; their existing source rules apply and are not mechanically replaced by a differently named 5e trait. Nergal’s additional underworld abilities below are original campaign rules.

War-Plague (Su). Every 1d4 rounds Nergal sends cinders through a 60-foot cone. Living creatures within make a DC 52 Fortitude save; on failure they take 12d6 fire and 12d6 negative energy damage and become sickened for 1 round, or half damage without sickness on success. Spell resistance applies. Negative energy cannot harm a creature immune to negative energy.

Inflicted Death (Su). A creature damaged by Nergal’s mace can benefit from only half the normal magical hit-point healing for 1 round. A natural form of healing is unaffected. Undead that normally heal from negative energy are exempt.

Scourge Command (Su). As a standard action Nergal may command one evil outsider or supernatural plague-spirit within 120 feet; a DC 52 Will save resists. A successful save provides immunity to this command for 24 hours. He cannot overrule an equal-ranked deity’s active direct command without a divine-rank contest.

House of Meslam (Su). Once per round on initiative 20 while inside his divine estate, Nergal may create 60 feet of burning ground (6d6 fire for entering or beginning a turn, once per round), make a 50-foot-radius area difficult terrain for 1 round, or allow three allies to move their speeds without provoking attacks of opportunity.

Cleric 20 Spellcasting

Nergal prepares spells as a 20th-level cleric, caster level 20, Concentration +72, spell save DC 21 + spell level (Wisdom). The table shows daily prepared base slots plus Wisdom 32 bonus spells, before an additional domain slot at each level 1–9. His prepared choices are listed as examples to fill the slots before play; he does not gain 10th-level spells from his Divine Rank.

LevelSlots/dayExamples in Nergal’s repertoire
06detect magic, read magic, resistance
1st8bane, command, sanctuary
2nd8death knell, hold person, silence
3rd8animate dead, contagion, dispel magic
4th7death ward, dismissal, divine power
5th7flame strike, slay living, true seeing
6th6harm, greater dispel magic, word of recall
7th6destruction, fire storm, resurrection
8th5earthquake, greater planar ally
9th5gate, miracle, true resurrection

Cleric Domains and Granted Spells

Death, Destruction, Evil and War are appropriate domains. Clerics choose two domains by the 3.5e rules and receive each domain’s granted power and a single domain spell slot per spell level, not Nergal’s ordinary prepared spells. A campaign Pestilence Domain has level 1–9 domain spells cause fear, death knell, contagion, fear, slay living, harm, destruction, horrid wilting, wail of the banshee and a granted power allowing one reroll of a failed save against disease per day.

Relics — D&D 3.5e

Mace of Meslam, Seven-Weapon Seal and Ash Banner

Mace of Meslam: Major artifact, +5 unholy heavy mace, adding 3d6 negative energy damage on a hit and casting contagion 1/day at caster level 20 (standard action, Fortitude DC 21). The extra damage does not bypass immunity.

Seven-Weapon Seal: Wondrous item, CL 14th; 1/day immediate action grants the bearer a +4 deflection bonus to AC against one attack by an evil outsider (does not stack with deflection bonuses).

Ash Banner: Wondrous item, CL 14th; allies within 30 ft. of the held banner gain a +4 resistance bonus on saving throws against fear and disease, not stacking with other resistance bonuses.

Divine Realm — The House of Meslam

Nergal’s stronghold lies within the wider underworld: a fortified city of black brick, furnace heat, armouries and plague wards connected to the roads of Irkalla. The gates are designed as much to contain destructive spirits as to keep enemies out.

Relics & Sacred Objects

The Mace of Meslam. It deals terrible harm to creatures spreading uncontrolled plague, but becomes heavier when used against helpless noncombatants.

The Seven-Weapon Seal. A house amulet that wards destructive spirits but records every creature it turns away.

The Ash Banner. Soldiers beneath it cannot be frightened by disease or corpses, but the bearer becomes responsible for burying every fallen ally named under the banner.

Historical & Mythological Context

Nergal is a southern Mesopotamian god of death, pestilence, plague and the underworld, strongly associated with warfare and the city of Kutha. ORACC emphasises “inflicted death” as a useful way to understand his character. His early form Meslamtaea and later syncretism with Erra are important parts of his development, as is his relatively late marriage to Ereshkigal.

The god’s great house in the underworld stands apart from Ereshkigal’s throne, yet its war dead and destructive spirits still pass beneath her seven gates. The relics, encounters and divine combat rules describe his presence in the campaign.

Sources & Licensing

Historical foundation: ORACC — Nergal. Game mechanics and campaign material are original adaptation. See also the Mesopotamian Pantheon.

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