Ninazu — God of the Underworld, Serpents & War

Ninazu, Mesopotamian god of the underworld, serpents and war, guarding a chthonic gate.

At a Glance

PantheonMesopotamian (Sumerian and Akkadian traditions)
Divine RankIntermediate Deity
AlignmentLawful Neutral
TitlesSteward of the Underworld; Lord of Enegi; Defender of Ešnunna
PortfolioBurial law, ancestral obligations, serpents, grain and flax, martial defence
DomainsDeath, Earth, Law, Protection, War (campaign)
Divine EstateThe Steward’s Court, on the road beneath the cities of the dead
Sacred EmblemSerpent-tailed lion beneath a three-pronged staff (original campaign symbol; historic identification uncertain)
Cult CentresEnegi and Ešnunna; historical worship also attested at Ur
Favoured WeaponSpear
PriesthoodGrave keepers, sworn city guards, agricultural stewards, funerary priests
Hand-painted original Ninazu emblem: serpent-tailed lion, three-pronged sceptre, grain and a dark golden underworld border
The lion, serpent and staff of Ninazu — a painted campaign emblem, not an authenticated ancient symbol.

Ninazu is an old god with two strong faces: chthonic steward in the south and formidable martial patron in Ešnunna. Snakes, agriculture, the dead and war meet in him without resolving into a single tidy portfolio.

Divine Manifestations

Each rules panel gives a self-contained manifestation of Ninazu. The Steward’s Court protects the dead, their lawful descendants and the warriors who defend city gates.

Ninazu — D&D 2024

Large Celestial (Deity), Lawful Neutral

AC27 (divine panoply)
Initiative+7 (17)
HP735 (42d10 + 504)
Speed40 ft., Burrow 30 ft.
STRDEXCONINTWISCHA
32 (+11) / +2124 (+7) / +734 (+12) / +2228 (+9) / +934 (+12) / +2228 (+9) / +19
SkillsAthletics +21, History +19, Insight +22, Perception +22, Religion +19
ResistancesCold, Necrotic, Poison
ImmunitiesPsychic; Frightened, Paralyzed, Poisoned
SensesTruesight 180 ft., Tremorsense 120 ft.; Passive Perception 32
LanguagesAkkadian, Sumerian, Celestial; Telepathy 120 ft.
CR33 (epic campaign encounter; PB +10)

Traits

Divine Nature. Ninazu needs neither food, water nor sleep, is immune to disease, and cannot be magically aged.

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

Legendary Resistance (4/Day). If Ninazu fails a saving throw, he can succeed instead.

Steward of the Underworld. An Undead creature that is not directly controlled by a deity and tries to attack Ninazu must first succeed on a DC 30 Charisma saving throw; on failure it must choose another target or lose the attack.

Serpent Lord. Serpents cannot be forced to attack him against their will. His Necrotic damage ignores Resistance, but not Immunity, to Necrotic damage.

Two Cities, Two Faces. At the start of each of his turns Ninazu chooses Enegi (AC 29; chosen allies within 30 ft. have Resistance to Necrotic) or Ešnunna (his weapon attacks deal 9 (2d8) extra Force damage; chosen allies within 30 ft. gain 10 ft. Speed). The chosen aspect persists until his next turn.

Actions

Multiattack. Ninazu makes three Spear of Two Cities attacks.

Spear of Two Cities. Melee Attack Roll: +21, reach 15 ft. Hit: 29 (4d8 + 11) Piercing plus 22 (5d8) Necrotic damage. While in the Ešnunna aspect the hit deals an additional 9 (2d8) Force damage.

Serpent Coil. Strength Saving Throw: DC 30, one Large or smaller creature Ninazu can see within 60 ft. Failure: 27 (6d8) Bludgeoning damage and the creature has the Restrained condition. While Restrained, it takes 27 (6d8) Bludgeoning damage at the start of its turns. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Ninazu can maintain only one coil at a time.

Steward’s Command (Recharge 5–6). Charisma Saving Throw: DC 30, enemies of Ninazu’s choice within 60 ft. Failure: a nonliving Undead or summoned chthonic creature has the Incapacitated condition until the end of its next turn; a living creature instead takes 45 (10d8) Psychic damage. Success: the target suffers no condition or half the damage, as appropriate.

War of Ešnunna (1/Day). Ninazu and up to five willing allies he can see within 120 ft. may each move up to their Speed without provoking Opportunity Attacks, then each may make one weapon attack.

Reactions

Ancestor’s Warning. Trigger: a creature Ninazu can see within 60 ft. is hit by an attack. Response: he grants it +5 AC against the triggering attack, potentially causing the attack to miss.

Legendary Actions

Legendary Action Uses: 3. Ninazu can take one action below after another creature’s turn and regains expended uses at the start of his turn.

Step Between Tombs. Ninazu teleports up to 40 ft. to a space touching earth or masonry.

Spear Strike. Ninazu makes one Spear of Two Cities attack.

Serpent’s Warning. One creature within 60 ft. must succeed on a DC 30 Strength saving throw or have its Speed reduced to 0 until the end of its next turn.

Divine Estate and Regional Effects

At initiative count 20 (losing ties) in the Steward’s Court, Ninazu raises a 20-foot square of burial earth as Difficult Terrain for 1 round or grants allies within 30 ft. 15 Temporary Hit Points. The same effect cannot be selected twice consecutively. Within 1 mile, properly buried dead remain undisturbed unless powerful necromancy intervenes; newly disturbed graves give off the odour of rain on clay.

Clerical Tradition — Chthonic Warden

Knowledge of death and duty is expressed through an optional campaign domain. Its spells are available only under the ordinary class preparation and spell-slot rules; it does not award a second subclass.

1stProtection from Evil and Good; Shield of Faith
2ndGentle Repose; Spiritual Weapon
3rdSpeak with Dead; Spirit Guardians
4thDeath Ward; Guardian of Faith
5thCommune; Hold Monster

Ninazu — D&D 2014

Large celestial (deity), lawful neutral

Armor Class27 (divine panoply)
Hit Points735 (42d10 + 504)
Speed40 ft., burrow 30 ft.
STRDEXCONINTWISCHA
32 (+11)24 (+7)34 (+12)28 (+9)34 (+12)28 (+9)
Saving ThrowsStr +21, Con +22, Wis +22, Cha +19
SkillsAthletics +21, History +19, Insight +22, Perception +22, Religion +19
Damage Resistancescold, necrotic, poison
Damage Immunitiespsychic
Condition Immunitiesfrightened, paralyzed, poisoned
Sensestruesight 180 ft., tremorsense 120 ft., passive Perception 32
LanguagesAkkadian, Sumerian, Celestial, telepathy 120 ft.
Challenge33 (epic campaign rating; proficiency bonus +10)

Traits

Divine Nature. Ninazu does not need to eat, drink or sleep and cannot be aged magically.

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

Legendary Resistance (4/Day). If Ninazu fails a saving throw, he can choose to succeed instead.

Steward of the Dead. An undead creature not controlled by a deity must succeed on a DC 30 Charisma saving throw before it can target Ninazu with an attack; on failure it must choose another target or lose that attack.

Two Cities, Two Faces. At the start of his turn he chooses Enegi (AC 29; allies within 30 feet have resistance to necrotic) or Ešnunna (weapon attacks inflict an additional 9 (2d8) force damage; allies within 30 feet move 10 feet faster), lasting until his next turn.

Actions

Multiattack. Ninazu makes three spear attacks.

Spear of Two Cities. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 29 (4d8 + 11) piercing plus 22 (5d8) necrotic damage, and an extra 9 (2d8) force damage during his Ešnunna aspect.

Serpent Coil. One Large or smaller creature Ninazu can see within 60 feet makes a DC 30 Strength saving throw. On a failure it takes 27 (6d8) bludgeoning damage and is restrained; it takes the same damage at the start of its turn. At the end of each turn it repeats the save, ending the effect on a success. Only one creature can be held at once.

Steward’s Command (Recharge 5–6). Enemies of Ninazu’s choice within 60 feet make a DC 30 Charisma saving throw. On failure an undead or summoned chthonic creature is incapacitated until the end of its next turn; a living target takes 45 (10d8) psychic damage (half on success).

War of Ešnunna (1/Day). Up to five willing allies within 120 feet, and Ninazu himself, may immediately move up to their speed without provoking opportunity attacks, then make one weapon attack each.

Reactions

Ancestor’s Warning. When a creature within 60 feet is hit, Ninazu grants it +5 AC against that attack, potentially causing it to miss.

Legendary Actions

Ninazu takes three legendary actions, one at a time at the end of another creature’s turn; he regains them at the start of his turn.

Grave Step. Teleport up to 40 feet onto earth or masonry.

Spear Strike (Costs 2 Actions). Make one spear attack.

Call Serpent (Costs 2 Actions). One Large or smaller creature within 60 feet makes a DC 30 Strength saving throw or is restrained until the end of its next turn.

Lair Actions and Regional Effects

At initiative count 20 (losing ties), Ninazu can raise difficult burial earth in a 20-foot square for 1 round or grant chosen allies within 30 feet 15 temporary hit points. He cannot repeat an option in consecutive rounds. Graves within a mile are protected against ordinary defilement; false tomb-seals grow cold.

Clerical Tradition — Chthonic Warden

The campaign domain concerns burial, lawful guardianship and the protection of descendants. Its spells count under ordinary cleric preparation and slot limits.

1stProtection from Evil and Good; Shield of Faith
2ndGentle Repose; Spiritual Weapon
3rdSpeak with Dead; Spirit Guardians
4thDeath Ward; Guardian of Faith
5thCommune; Hold Monster

Ninazu — Pathfinder 1e

Ninazu CR 33/MR 9
LN Large outsider (divine, lawful, mythic)
Init +11; Senses darkvision 120 ft., tremorsense 120 ft., true seeing; Perception +55

DEFENSE

AC54, touch 16, flat-footed 47 (–1 size, +7 Dex, +29 natural, +9 mythic natural armour)
hp830 (40d10+520 plus 90 mythic)
Fort / Ref / Will+26 / +33 / +38
Defensive AbilitiesDR 15/epic; immunity to death effects and poison; resist cold 30 and negative energy 30; SR 44
Mythic Power9/day, surge +1d10

OFFENSE

Speed40 ft., burrow 30 ft.
Melee+5 sacred spear +60/+55/+50/+45 (4d8+29 plus 5d8 negative energy)
Space / Reach10 ft. / 10 ft. (spear reach 15 ft. by divine weapon)
Special AttacksSerpent Coil, Steward’s Command, Two Cities, Two Faces, War of Ešnunna
Spell-Like AbilitiesCL 40th; concentration +50. At will—detect undead, gentle repose, stone shape; 3/day—greater dispel magic, wall of stone; 1/day—earthquake, gate (restricted to the divine estate).

STATISTICS

Str / Dex / Con42 / 24 / 36
Int / Wis / Cha28 / 34 / 30
Base Atk / CMB / CMD+40 / +57 / 72
FeatsCombat Casting, Combat Reflexes, Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Improved Iron Will, Blind-Fight, Power Attack, Vital Strike, Improved Vital Strike, Greater Vital Strike, Weapon Focus (spear), Improved Critical (spear), Spell Penetration, Greater Spell Penetration, Dodge, Mobility, Spring Attack, Toughness
Mythic FeatsPower Attack (Mythic), Improved Initiative (Mythic), Vital Strike (Mythic), Toughness (Mythic), Iron Will (Mythic)
SkillsKnowledge (history) +52, Knowledge (religion) +52, Knowledge (planes) +52, Perception +55, Sense Motive +55, Diplomacy +53, Intimidate +53
LanguagesAkkadian, Sumerian, Celestial; telepathy 120 ft.
SQDivine immortal, Steward of the Dead, Serpent Lord

ECOLOGY

EnvironmentThe Steward’s Court and roads of the underworld
OrganizationUnique
TreasureDivine spear, sealed records, grave-warding relics

SPECIAL ABILITIES

Two Cities, Two Faces (Su). At the start of a turn, choose Enegi (+4 sacred bonus to AC, chosen allies within 30 feet gain resistance to negative energy 20) or Ešnunna (weapon attacks gain 2d8 force damage and allies within 30 feet gain +10-foot enhancement bonus to speed). One aspect persists until the next turn.

Serpent Coil (Su). Standard action, one Large or smaller creature within 60 feet: DC 40 Reflex save or become entangled and pinned by spectral serpents (as grappled); at the start of its turn it takes 6d8 bludgeoning damage. It can escape with a DC 40 Escape Artist or combat maneuver check. This ability is Charisma-based (10 + half HD + Cha modifier).

Steward’s Command (Su). Every 1d4 rounds, standard action, 60-foot burst; undead and called chthonic creatures make a DC 40 Will save or are staggered for 1 round; living targets instead take 10d8 negative energy damage (Will half). DC is Charisma-based.

War of Ešnunna (Su). Once per day, as a standard action, Ninazu and up to five willing allies within 120 feet may each move their speed and make one melee weapon attack.

Estate and regional effects. In the Steward’s Court, Ninazu may use wall of stone as a spell-like ability without material components. Graves within 1 mile resist ordinary desecration, and a boundary breach reveals itself by the sound of moving earth.

Domains and Domain Spells

Ninazu grants Death, Earth, Law, Protection and War to appropriate clerics; each selects domains through normal class rules. A campaign Chthonic Warden domain uses the following one-spell-per-level progression instead of stacking with a chosen domain.

1stProtection from Evil
2ndGentle Repose
3rdSpeak with Dead
4thDeath Ward
5thWall of Stone
6thGreater Dispel Magic
7thRestoration, Greater
8thEarthquake
9thGate

The encounter’s epic CR and mythic rank are campaign extrapolations, not values from a printed official bestiary entry.

Ninazu — D&D 3.5e

Ninazu
Large outsider (lawful, extraplanar); intermediate deity, divine rank 11; lawful neutral

Hit Dice20d8 + 10d10 + 15d8 + 540 (920 hp; maximum divine Hit Dice)
Initiative+7
Speed80 ft. (16 squares), burrow 40 ft.
Armor Class61 (–1 size, +7 Dex, +24 natural, +10 deflection, +11 divine), touch 37, flat-footed 54
Base Attack / Grapple+20 base, +13 epic attack; grapple +59 including divine rank
Attack+5 sacred spear +65 melee (4d8+23 plus 5d8 negative energy)
Full Attack+5 sacred spear +65/+60/+55/+50 melee (4d8+23 plus 5d8 negative energy)
Space / Reach10 ft. / 10 ft.; sacred spear reach 15 ft.
Special AttacksDivine Weapon Focus (spear), Divine Earth Mastery, Serpent Coil, Steward’s Command, cleric spellcasting
Special QualitiesDR 25/epic, SR 43, fire resistance 16, divine immunities, divine rank 11, remote sensing, divine aura, Divine Shield, Divine Fast Healing, Rejuvenation, two cities and two faces
SavesFort +47, Ref +44, Will +49 (divine rank included)
AbilitiesStr 32, Dex 24, Con 34, Int 28, Wis 34, Cha 30
SkillsDiplomacy +55, Knowledge (religion) +55, Knowledge (the planes) +55, Listen +58, Sense Motive +58, Spot +58 (divine bonus included)
FeatsPower Attack, Cleave, Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Blind-Fight, Dodge, Mobility, Spring Attack, Improved Critical (spear), Weapon Focus (spear), Spell Penetration, Greater Spell Penetration, Combat Casting
Fighter Bonus FeatsWeapon Specialization (spear), Greater Weapon Focus (spear), Quick Draw, Improved Bull Rush, Improved Sunder, Point Blank Shot
EnvironmentThe Steward’s Court, underworld roads
OrganizationUnique
Challenge Rating40 (campaign epic rating)
TreasureDivine sacred spear and estate relics
AdvancementBy divine power
Divine Rank11 — Intermediate deity

Combat and Divine Powers

Epic progression. Ninazu has 20 outsider Hit Dice, 10 fighter levels and 15 cleric levels (45 total Hit Dice). Attack and saving throw progression uses epic attack/save bonuses after 20th level, and maximum Hit Points per Hit Die. His divine rank provides +11 to attack rolls, saving throws and checks.

Spells. Ninazu casts cleric spells as a 15th-level cleric (Wisdom 34), and uses domain spell-like abilities for Death, Earth, Law, Protection and War at will at caster level 21st (10 + divine rank); saving throw DC 10 + spell level + 10 (Cha modifier) + 11 (divine rank).

Serpent Coil (Su). As a standard action, one Large or smaller target within 60 feet must succeed on a DC 42 Reflex save or be held by serpentine wards and take 6d8 bludgeoning damage at the beginning of its turn. Escaping requires a successful DC 42 Escape Artist check or grapple check. The DC is 10 + half his 45 total Hit Dice + Charisma modifier.

Steward’s Command (Su). Every 1d4 rounds, as a standard action, enemy undead or called chthonic creatures within 60 feet must succeed on a DC 42 Will save or be staggered for 1 round. Living creatures instead take 10d8 negative energy damage (Will half).

Two Cities, Two Faces (Su). At the beginning of his turn choose Enegi (allies within 30 ft. gain +4 sacred bonus to AC) or Ešnunna (his spear adds 2d8 force damage and allies gain +10 ft. speed). The choice endures until his next turn.

Divine Earth Mastery (Su). While Ninazu and an opponent both touch the ground, he gains a +11 competence bonus to his attack rolls, damage and AC against that opponent; this conditional bonus is not included in the unmodified statistics above. His control of earth and stone is described by the salient divine ability.
Divine Estate. Within the Steward’s Court, Ninazu controls burial gates, names the unquiet dead and can dismiss unauthorized chthonic messengers as a standard action; creatures with divine rank at least 11 are unaffected.

Salient Divine Abilities

Ninazu has 14 salient divine selections (11 for rank and 3 intermediate-deity bonus choices): Avatar, Clearsight, Divine Earth Mastery, Divine Fast Healing, Divine Shield, Divine Spell Penetration, Divine Weapon Focus (spear), Extra Domain, Gift of Life, Know Death, Lay Quest, Life and Death, Power of Nature and Rejuvenation. He meets the necessary prerequisites through divine rank 11, Charisma 30, Wisdom 34 and the Earth domain. The selected Divine Weapon Focus adds +4 to spear attack rolls, stacking with Weapon Focus (+1) and Greater Weapon Focus (+1); all three are included in the attack bonus above. Rejuvenation requires Divine Fast Healing, and Life and Death requires Gift of Life.

Domains and Domain Spells

His clerics select among Death, Earth, Law, Protection and War; the campaign Chthonic Warden spell path below is an alternative single domain progression, not bonus spell slots.

1stProtection from Evil
2ndGentle Repose
3rdSpeak with Dead
4thDeath Ward
5thWall of Stone
6thGreater Dispel Magic
7thRestoration, Greater
8thEarthquake
9thGate

All salient divine abilities named in this block are campaign choices built upon the divine-rank rules; this is an epic encounter rather than a published deity stat block.

What Is Ninazu Doing Right Now?

Ninazu is concerned with disturbed dead and threatened cities. In some places his worship has returned through tomb wards; elsewhere through soldiers defending old walls. These two paths are converging as conflicts expose burial grounds beneath fortifications.

He is also watching Ningishzida’s renewed activity. Father and son share the underworld but do not duplicate one another: Ninazu governs stewardship and martial protection, while Ningishzida is more strongly tied to seasonal vegetation, gates and lawful passage.

Appearance & Manner

Ninazu appears as a horn-crowned warrior with a heavy spear and serpent motifs worked into his robes. He can be grave and almost priestly in Enegi, then startlingly martial in the next moment. He dislikes unnecessary speech around the dead.

Myths & Divine Relationships

Ninazu rules the rites of Enegi and Ešnunna. In southern tradition he is a steward of the dead; in Ešnunna he protects city walls and leads those who defend them. The two temples remember distinct faces of one ancient power.

His ancestry is preserved in competing accounts. In one he is a son of Ereškigal and Gugalana; in another, his parents are Enlil and Ninlil. Neither genealogy need be imposed upon all his worshippers. Ningishzida is counted as his son, and the serpent-dragon of his cult links him to older chthonic powers.

The fields are also his concern: Ninazu and his brother are remembered in the story of how grain and flax reached humanity. His burial priests therefore keep seed stores and funeral records alike. Unlike Ninurta, whose warrior and agricultural cult follows its own myths, Ninazu holds these duties together with the care of the dead.

Worship & Priesthood

At Enegi, rites focus on the dead, ancestral offerings and safe burial. At Ešnunna, priests bless weapons, gates and defenders. A campaign priesthood may contain both traditions and argue vigorously about which is older without considering the other false.

Omens, Favour & Displeasure

Favour appears as serpents leaving a grave undisturbed, weapons found clean after burial, ancestral offerings disappearing without spoilage or defenders discovering a forgotten passage under city walls. Ninazu dislikes desecration of graves, cowardice by sworn defenders and commanders who use the dead as disposable weapons.

Encounters & Adventure Use

The Two Temples: priests from Enegi and Ešnunna demand incompatible rituals over the same relic. The Serpent-Tailed Lion: a seal impression begins moving at night and pointing toward buried soldiers. The Steward’s Debt: a dead king refuses passage because a city still owes burial honours to his army.

Divine Realm

The Steward’s Court lies where an underworld road passes beneath a fortified city. One side opens onto tomb chambers and ancestral halls; the other onto drill yards and gates. Every weapon entering the court is catalogued, and every corpse is named before burial. Ninazu oversees rightful burial and defence without claiming the separate underworld sovereignty of Nergal.

Relics & Sacred Magic

The Spear of Two Cities changes from grave-warding staff to battle spear depending on whether its bearer protects the dead or the living. The Serpent Mark allows a grave keeper to command ordinary snakes and sense disturbed burial earth. The Bronze Gate Nail prevents one door from being opened by undead.

Historical & Mythological Context

Ninazu is an underworld god with connections to agriculture, war and snakes and patron of Enegi and Ešnunna. ORACC emphasises the stronger chthonic role in the south and stronger martial role at Ešnunna. The campaign preserves that duality rather than choosing one identity and discarding the other.

Sources & Licensing

ORACC — Ninazu (Ancient Mesopotamian Gods and Goddesses) documents his cults at Enegi and Ešnunna, serpent and grain associations, conflicting divine genealogies and uncertain iconography. The Steward’s Court, specific symbols, relics, divine statistics and present events are original fantasy interpretations, not ancient cult records.

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top