Ningishzida / Ningišzida — Serpent Lord of Growth & the Netherworld

Hand-painted depiction of Ningishzida, serpent god of vegetation and underworld gates, beneath an ancient gateway

At a Glance

NameNingišzida (Ningishzida; “Lord of the Reliable Tree”)
TraditionSumerian and Mesopotamian; cult principally of Gišbanda, Ur and Lagaš
Divine RankIntermediate Deity (campaign)
AlignmentLawful Neutral, with compassion for lawful passage and severity towards grave robbers
TitlesLord of Gišbanda; Chair-Bearer of the Netherworld; Lord of Innkeepers and Fields
PortfolioVegetation, seasonal decay and renewal, serpents, wine houses, underworld thresholds, lawful testimony
ParentsNinazu and Ningirida in major tradition
ConsortsNinazimua in several accounts; Geštinanna at Lagaš
DomainsDeath, Law, Plant, Protection and Travel (campaign selections; see Cleric Domains)
Sacred SignsSerpents, mušḫuššu dragons, and historically associated sickle-sword; entwined serpents and sprouting vine in campaign art
Favoured WeaponSickle-sword (use an edition-appropriate scimitar if unavailable)
Divine EstateThe Green Gate Below, where the garden and the underworld road meet (campaign)
Ningishzida sacred emblem: two gold serpents flanking a growing vine over the gateway of the underworld, on dark blue
Paired serpents, sprouting vine and the Green Gate — a painted campaign emblem, not a claimed ancient cult symbol.

In 1454 a vineyard grows fresh shoots beneath a sealed tomb, and a serpent appears each dusk at its locked gate. The dead cannot cross until someone proves who has the right to open it. Ningishzida, guardian of the living vine and the underworld threshold, will listen to testimony—but he does not tolerate a forged seal.

Divine Manifestations

The guardian of the Green Gate embodies growth, lawful passage, the return of vegetation and the silence of the dead. His powers and spells follow the chosen rules panel.

Ningišzida — D&D 2024

Large Celestial (Deity), Lawful Neutral

AC27 (living bronze vestments)
Initiative+9 (19)
HP770 (44d10 + 528)
Speed40 ft., Climb 40 ft.
STRDEXCONINTWISCHA
30 (+10) / +2028 (+9) / +1934 (+12) / +2230 (+10) / +2034 (+12) / +2230 (+10) / +20
SkillsInsight +22, Nature +20, Perception +22, Religion +20
ResistancesAcid, Cold, Necrotic
ImmunitiesPoison, Psychic; Frightened, Poisoned
SensesTruesight 180 ft., Tremorsense 120 ft.; Passive Perception 32
LanguagesAkkadian, Sumerian, Celestial; Telepathy 1 mile
CR34 (epic campaign encounter; PB +10)

Traits

Divine Nature. Ningišzida needs neither food nor sleep and is immune to disease and magical aging.

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

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

Reliable Judge. Ningišzida cannot be compelled to speak a deliberate falsehood, including by magic; he can nevertheless withhold evidence.

Law of the Green Gate. When a creature Ningišzida can see within 120 feet tries to teleport or travel between planes, it must succeed on a DC 30 Charisma saving throw or the travel fails without changing its location. Ningišzida can exempt any creature, and Artifacts and equal or higher-ranking deities are unaffected.

Growth and Decay. At the start of his turn choose Verdant or Withering. Verdant: chosen allies starting within 30 feet gain 10 Temporary Hit Points. Withering: enemies starting within 30 feet take 10 Necrotic damage (not cumulative with other Withering emanations). The aspect lasts until the start of his next turn.

Actions

Multiattack. Ningišzida makes three Sickle-Sword attacks.

Sickle-Sword. Melee Attack Roll: +20, reach 10 ft. Hit: 28 (4d8 + 10) Slashing plus 22 (5d8) Necrotic or Radiant damage (his choice).

Serpent Passage. Ningišzida moves up to his Speed without provoking Opportunity Attacks and can move through other creatures’ spaces during the movement. Dexterity Saving Throw: DC 30, each enemy whose space he enters this way, once per use. Failure: 36 (8d8) Poison damage and the creature has the Prone condition. Success: Half damage and no Prone.

Sentence of the Gate (Recharge 5–6). Charisma Saving Throw: DC 30, one creature Ningišzida can see within 120 ft. Failure: the creature has the Restrained condition for 1 minute. It repeats the save at the end of each of its turns, ending the effect on a success. While restrained, it cannot teleport or travel to another plane.

Return of Green Life (1/Day). Nonmagical plants within a 60-foot-radius sphere Ningišzida can see become healthy. Chosen allies in the sphere regain 50 Hit Points and end the Poisoned and Frightened conditions on themselves.

Bonus Actions

Read the Threshold. Ningišzida learns whether an existing portal within 120 feet is active, where it leads, and which creature last passed through it, unless an equal or higher divine power hides that information.

Legendary Actions

Legendary Action Uses: 3. Ningišzida takes one legendary action after another creature’s turn, regaining expended uses at the start of his next turn.

Coil Step. Move up to 30 feet without provoking Opportunity Attacks.

Sickle Strike (Costs 2 Uses). Make one Sickle-Sword attack.

Vine Snare (Costs 2 Uses). One creature within 60 feet must make a DC 30 Strength saving throw or have the Restrained condition until the end of its next turn.

Green Gate Below — Lair and Regional Effects

At initiative count 20 (losing ties), in his own estate Ningišzida causes roots to grasp a 30-foot square (Difficult Terrain until the next count 20) or closes one non-Artifact portal within 120 feet until the same count. He cannot choose the same effect on consecutive rounds. Within 1 mile, vines flower out of season near legitimate burial boundaries, and a falsely sealed tomb gives off the scent of sour wine.

Clerical Tradition — Chthonic Growth

A devotee may adopt an original campaign subclass or domain rooted in growth, lawful transition and the dead. These spells are thematic suggestions and use the cleric’s normal spell preparation and slot limits.

1stEntangle; Protection from Evil and Good
2ndLesser Restoration; Pass without Trace
3rdPlant Growth; Speak with Dead
4thBlight; Divination
5thCommune with Nature; Reincarnate

Ningišzida — D&D 2014

Large celestial (deity), lawful neutral

Armor Class27 (living bronze vestments)
Hit Points770 (44d10 + 528)
Speed40 ft., climb 40 ft.
STRDEXCONINTWISCHA
30 (+10)28 (+9)34 (+12)30 (+10)34 (+12)30 (+10)
Saving ThrowsStr +20, Dex +19, Con +22, Int +20, Wis +22, Cha +20
SkillsInsight +22, Nature +20, Perception +22, Religion +20
Damage Resistancesacid, cold, necrotic
Damage Immunitiespoison, psychic
Condition Immunitiesfrightened, poisoned
Sensestruesight 180 ft., tremorsense 120 ft., passive Perception 32
LanguagesAkkadian, Sumerian, Celestial, telepathy 1 mile
Challenge34 (epic campaign challenge rating; proficiency bonus +10)

Traits

Divine Nature. Ningišzida does not need food or sleep and cannot be aged magically or afflicted by disease.

Legendary Resistance (4/Day). Ningišzida can choose to succeed on a saving throw he fails.

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

Reliable Judge. Magic cannot force him to speak a deliberate falsehood.

Gatekeeper of the Netherworld. A creature within 120 feet that attempts to teleport or travel between planes must succeed on a DC 30 Charisma saving throw or remain in its original location. Ningišzida may choose creatures to exempt; artifacts and deities of equal or higher power bypass the ward.

Growth and Decay. At the start of his turn Ningišzida chooses Verdant (allies starting within 30 feet gain 10 temporary hit points) or Withering (enemies starting there take 10 necrotic damage). The effect lasts until his next turn.

Actions

Multiattack. Ningišzida makes three sickle-sword attacks.

Sickle-Sword. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing plus 22 (5d8) necrotic or radiant damage (Ningišzida’s choice).

Serpent Passage. Ningišzida moves up to his speed without provoking opportunity attacks and may pass through other creatures’ spaces. Each enemy whose space he passes through once per use makes a DC 30 Dexterity saving throw, taking 36 (8d8) poison damage and falling prone on a failure, or half damage with no prone condition on a success.

Sentence of the Gate (Recharge 5–6). One creature within 120 feet makes a DC 30 Charisma saving throw. On a failure it is restrained by spectral roots for 1 minute, repeating the saving throw at the end of each of its turns. While restrained this way it cannot teleport or travel to another plane.

Return of Green Life (1/Day). Nonmagical vegetation in a 60-foot-radius sphere becomes healthy. Chosen allies within the sphere regain 50 hit points and end the poisoned and frightened conditions.

Bonus Actions

Read the Threshold. Ningišzida learns where an existing portal within 120 feet leads and which creature last used it, unless an equal or stronger deity hides the evidence.

Legendary Actions

Ningišzida can take 3 legendary actions, choosing from the options below, one at the end of another creature’s turn, regaining spent actions at the start of his turn.

Coil Step. Move up to 30 feet without provoking opportunity attacks.

Sickle Strike (Costs 2 Actions). Make one sickle-sword attack.

Vine Snare (Costs 2 Actions). One creature within 60 feet must succeed on a DC 30 Strength saving throw or be restrained until the end of its next turn.

Lair Actions and Regional Effects

At initiative count 20 (losing ties) in his Green Gate Below, Ningišzida creates difficult root-grown terrain in a 30-foot square until the next count 20 or seals one nonartifact portal within 120 feet for that period. He cannot repeat an option on consecutive rounds. Within a mile, honest grave-seals encourage green shoots and forged seals make stored wine sour.

Clerical Tradition — Chthonic Growth

Devotees draw on Nature, Grave or Knowledge traditions appropriate to their individual patrons. The following is a campaign devotion using normal cleric preparation and spell slots, not a second subclass.

1stEntangle; Protection from Evil and Good
2ndLesser Restoration; Pass without Trace
3rdPlant Growth; Speak with Dead
4thBlight; Divination
5thCommune with Nature; Reincarnate

Ningišzida — Pathfinder 1e

Ningišzida CR 34/MR 9
XP epic, GM-assigned
LN Large outsider (extraplanar, lawful, mythic)
Init +13; Senses darkvision 120 ft., tremorsense 120 ft., true seeing; Perception +55

DEFENSE

AC55, touch 18, flat-footed 46 (–1 size, +9 Dex, +28 natural, +9 mythic natural armour)
hp790 (40d10+480 plus 90 mythic)
Fort / Ref / Will+27 / +33 / +36
Defensive AbilitiesDR 15/epic; immune poison, disease, fear; resist cold 30 and negative energy 30; SR 45
Mythic Power9/day, surge +1d10

OFFENSE

Speed40 ft., climb 40 ft.
Melee+5 sacred sickle-sword (scimitar) +55/+50/+45/+40 (2d6+15 plus 5d8 negative energy)
Space / Reach10 ft. / 10 ft.
Special AttacksGatekeeper’s Decree, Growth and Decay, Serpent Passage, Sentence of the Gate
Spell-Like AbilitiesCL 40th; concentration +50. Constant—true seeing. At will—detect undead, entangle, gentle repose; 3/day—greater dispel magic, wall of thorns; 1/day—gate (to the Green Gate Below), regenerate.

STATISTICS

Str / Dex / Con30 / 28 / 34
Int / Wis / Cha30 / 34 / 30
Base Atk / CMB / CMD+40 / +51 / 70
FeatsWeapon Focus (scimitar), Improved Critical (scimitar), Power Attack, Cleave, Great Cleave, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Initiative, Iron Will, Lightning Reflexes, Great Fortitude, Spell Penetration, Greater Spell Penetration, Blind-Fight, Critical Focus, Improved Bull Rush, Greater Bull Rush, Toughness
Mythic FeatsPower Attack (Mythic), Improved Initiative (Mythic), Iron Will (Mythic), Toughness (Mythic), Weapon Focus (Mythic)
SkillsDiplomacy +53, Knowledge (nature) +53, Knowledge (planes) +53, Knowledge (religion) +53, Perception +55, Sense Motive +55, Survival +55
LanguagesAkkadian, Sumerian, Celestial; telepathy 1 mile
SQImmortal divine manifestation, lawful judgement, serpentine heraldry

ECOLOGY

EnvironmentThe Green Gate Below and the lawful roads of the netherworld
OrganizationUnique
TreasureA sacred sickle-sword, gate seals and treasured ritual records

SPECIAL ABILITIES

Gatekeeper’s Decree (Su). A creature attempting teleportation or planar travel within 120 feet must succeed at a DC 40 Will saving throw or the effect fails. Ningišzida may exempt any creature, and a divine being of equal or higher rank is not subject to the ability. The save DC is Charisma-based (10 + half racial HD + Charisma modifier).

Growth and Decay (Su). At the start of each turn Ningišzida chooses Verdant (+10 temporary hp to chosen allies within 30 feet, lasting 1 round) or Withering (enemies beginning their turns within 30 feet take 10 negative energy damage).

Serpent Passage (Su). As a standard action Ningišzida moves up to his speed through occupied spaces without provoking attacks of opportunity. Each hostile creature whose square he traverses takes 8d8 poison damage and falls prone on a failed DC 40 Reflex save, or takes half damage without falling prone on a success.

Sentence of the Gate (Su). Every 1d4 rounds, a standard action; one target within 120 feet must make a DC 40 Will saving throw or be entangled and anchored against teleportation for 1 minute. A new save is allowed at the end of each turn. This does not make the target helpless.

Divine Estate. In the Green Gate Below a 30-foot-square patch of vines may become difficult terrain at Ningišzida’s command for 1 round as a standard action. Underworld passages marked with valid seals are not subject to this obstruction.

Domains and Domain Spells

Clerics choose two appropriate domains from Death, Law, Plant, Protection and the Travel Domain under their usual class rules. The Plant tradition offers the following normal domain spells, without extra slots.

1stEntangle
2ndBarkskin
3rdPlant Growth
4thCommand Plants
5thWall of Thorns
6thRepel Wood
7thAnimate Plants
8thControl Plants
9thShambler

CR 34 and mythic rank 9 are original epic campaign projections; these statistics are not an official published creature.

Ningišzida — D&D 3.5e

Ningišzida
Large outsider (extraplanar, lawful); intermediate deity, divine rank 12; lawful neutral

Hit Dice20d8+20d8+480 (800 hp; maximum divine Hit Dice)
Initiative+25 (+9 Dex, +4 Improved Initiative, +12 divine rank)
Speed80 ft. (16 squares), climb 40 ft.
Armor Class64 (–1 size, +9 Dex, +24 natural, +10 deflection, +12 divine), touch 40, flat-footed 55
Base Attack / Grapple+20 base, +10 epic attack bonus; grapple +56 including divine rank
Attack+5 sacred sickle-sword (scimitar) +57 melee (2d6+15 plus 5d8 negative energy)
Full Attack+5 sacred sickle-sword +57/+52/+47/+42 melee (2d6+15 plus 5d8 negative energy)
Space / Reach10 ft. / 10 ft.
Special AttacksGatekeeper’s Decree, Serpent Passage, Command Plants, 20th-level cleric spells, salient divine abilities
Special QualitiesDR 25/epic, SR 44, fast healing 32, divine aura, divine immunities, remote sensing, rejuvenation, serpentine judgement
SavesFort +46, Ref +45, Will +48 (divine rank included)
AbilitiesStr 30, Dex 28, Con 34, Int 30, Wis 34, Cha 30
SkillsDiplomacy +55, Knowledge (nature) +55, Knowledge (religion) +55, Listen +57, Sense Motive +57, Spellcraft +55, Spot +57
FeatsImproved Initiative, Iron Will, Lightning Reflexes, Combat Reflexes, Power Attack, Cleave, Dodge, Mobility, Spring Attack, Weapon Focus (scimitar), Improved Critical (scimitar), Spell Penetration, Greater Spell Penetration, Combat Casting
EnvironmentThe Green Gate Below; lawful netherworld thresholds
OrganizationUnique
Challenge Rating42 (original epic campaign rating)
TreasureSacred sickle-sword, sealed tablets and garden relics
AdvancementBy divine power
Divine Rank12 — Intermediate deity

Combat and Divine Powers

Epic divine progression. Ningišzida has 20 outsider Hit Dice and 20 cleric class levels. His Hit Dice are maximised; after 20 character levels his base attack progression is replaced by a +10 epic attack bonus, and his saves gain +10 epic bonuses. Divine rank 12 provides a +12 divine bonus on attacks, saves and checks.

Cleric Spells. Ningišzida casts spells as a 20th-level cleric with Wisdom 34 (save DC 22 + spell level before other adjustments). He uses the normal prepared spells and domain-slot rules for his class and patronage.

Gatekeeper’s Decree (Su). When a mortal creature within 120 feet attempts to teleport or travel between planes, it must succeed on a DC 32 Will save or the travel fails. The DC is 10 + Charisma modifier (+10) + divine rank (+12). An equal or higher-ranking deity cannot be stopped by this ability.

Serpent Passage (Su). As a standard action, Ningišzida moves up to his speed through other creatures’ spaces without provoking attacks of opportunity. Each enemy passed through takes 8d8 poison damage and falls prone unless it makes a DC 32 Reflex save for half damage and no prone effect.

Growth and Decay (Su). At the beginning of his turn Ningišzida chooses Verdant (chosen allies within 30 feet gain 10 temporary hit points until his next turn) or Withering (hostile creatures entering or starting in the 30-foot aura take 10 negative energy damage at most once per turn).

Divine Fast Healing. Ningišzida heals 32 hit points at the beginning of each of his turns while he has at least 1 hit point. This salient ability enables Rejuvenation.

Rejuvenation. When Ningišzida is defeated, he can reform after 10d10 days under the usual limitations, except when slain by a deity of equal or higher rank.

Salient Divine Abilities. Alter Reality, Avatar, Clearsight, Command Plants, Divine Fast Healing, Divine Shield, Divine Spellcasting, Extra Domain, Gift of Life, Know Secrets, Power of Nature, Power of Truth, Rejuvenation, Call Creatures (serpents), and Divine Inspiration. These fifteen selections comprise twelve from divine rank plus three bonus choices for an intermediate deity; the individual abilities follow their prerequisites and limits.

Divine Estate and Regional Effects

In the Green Gate Below the bearer of a valid burial writ can always ask for a hearing, but not a favourable verdict. Unauthorized planar gates may be closed by divine decree; outside the estate, growth and decay proceed in their ordinary cycles.

Domains and Domain Spells

The Death, Law, Plant, Protection and Travel domains are available to appropriate clerics. The following is the normal Plant domain spell progression, not a second allocation of slots.

1stEntangle
2ndBarkskin
3rdPlant Growth
4thCommand Plants
5thWall of Thorns
6thRepel Wood
7thAnimate Plants
8thControl Plants
9thShambler

This deity and his CR 42 incarnation are original campaign adaptations using the divine-rank framework.

What Is Ningishzida Doing Right Now?

Ningishzida is repairing borders between the living world and the dead. Tomb robbers, necromancers and careless planar magic have opened passages intended to remain ceremonial or one-way. Travellers using Plane Shift may bypass a guarded doorway, but crossing between planes does not grant lawful entry. His servants are not hunting every traveller to the underworld: they demand valid authority, a truthful record and safe passage for the dead.

In the vineyards and inns of the Two Rivers, branches grow in locked wine cellars without earth, and harmless serpents gather beside sealed amphorae. Their appearance warns that a lost gate is opening beneath an inhabited city. A magistrate from Ninazu’s court is gathering witnesses, while vineyard keepers plead for the right to harvest the fruit before its roots reach the graves.

Appearance & Manner

Ningishzida appears as a horn-crowned god in dark green and bronze robes, accompanied by great serpents and carrying a sickle-sword. Fresh shoots grow where he steps and blacken moments later when he leaves. He is courteous, exact and deeply concerned with whether someone has the right to cross a boundary.

Myths & Divine Relationships

Ningišzida is a son of Ninazu and Ningirida in an important genealogy. At Lagaš, Geštinanna is named as his consort; other traditions give him the wife Ninazimua. Neither relationship is silently discarded, because the traditions preserve different local divine households.

His departure to the underworld accompanies the seasonal death of vegetation. His descent should not be confused with Dumuzid’s story of substitution and lamentation; each tradition preserves its own obligations beneath the earth. He stands at the netherworld gate beside the gatekeeper Pedu and serves as a throne-bearer, with duties extending from the laws of the dead to legitimate oaths among the living. He must not be conflated with Ninurta, whose agricultural and martial myths belong to a different god.

In the accounts of Gudea of Lagaš, Ningišzida is a personal divine patron. He may appear with serpent imagery or paired mušḫuššu dragons. The mušḫuššu (Sirrush) is also represented as a separate playable creature in the Bestiary; it is not itself a universal image of the god.

Worship & Priesthood

Ningišzida’s old cult is associated with Gišbanda, Ur and Lagaš. At Ur he is remembered in the sacred precinct of Nanna/Sîn and the House of Justice. His priests tend vineyards, burial boundaries, city gates and records that specify who may cross a sacred threshold.

Innkeepers hang small serpent signs near cellar doors and leave a measured cup of wine at the beginning of a journey. Funerary specialists offer grain, water and written testimony; when a traveller returns from the underworld, the priest must ask what law permitted it. These particular rituals are practices of this world, not claims about every ancient temple.

Omens, Favour & Displeasure

Favour appears as a harmless snake at a grave, a dead vine putting out one green shoot, a sealed door opening for the rightful bearer or a judge discovering that a witness cannot lie. Ningishzida disfavors grave robbery, illegal necromancy, broken burial contracts and people who cross sacred boundaries simply because they can.

Encounters & Adventure Use

  • The Vine Below. A vineyard’s roots reach the underworld, and dead relatives speak through ripe grapes. Cutting the roots may trap the witnesses below.
  • The False Gatekeeper. A spirit demands payment at a portal Ningišzida never authorised. Its writ is genuine, but its jurisdiction ended three centuries ago.
  • The Sickle-Sword Seal. Only a lawful judgement from a dead king can open an ancient tomb. Characters must find that king without opening a second illegal gate.
  • The Lost Cup. An innkeeper’s ceremonial wine cup has been stolen, and every patron now remembers a different route home. The theft conceals an attempt to divert souls through a private passage.

Divine Realm

The Green Gate Below is a border estate between fertile terraces and roads leading toward Ereškigal’s Irkalla. Ningišzida judges permission to cross his gates; the Queen of the Dead retains sovereignty over her own court. Every gate is labelled, every traveller recorded and every returning spirit inspected. Gardens bloom in cycles so precise that decay is as visible and honoured as growth.

Relics & Sacred Magic

The Sickle-Sword of the True Gate cuts magical portals without harming walls. The Serpent Seal proves that a bearer has lawful permission to cross one named underworld boundary. A Portal Alarm can reveal that someone crossed a watched gate, but it cannot prove that their passage was authorised. Wine from the Green Gate allows a living creature to speak with one dead person in dreams without opening a necromantic passage.

Historical & Mythological Context

Ningišzida is a deity of Gišbanda associated with vegetation, serpents, lawful judgement, wine houses and the underworld. Historical texts record his seasonal journey below and his place near the netherworld gates. Snake imagery is attested on cylinder seals; on Gudea’s seal he appears with dragon-like mušḫuššu forms rising from his shoulders. The sickle-sword is also historically associated with him. The Green Gate Below, specific oath rituals, present adventure events and game statistics are original fantasy developments.

Sources & Licensing

ORACC, Ancient Mesopotamian Gods and Goddesses — Ningišzida documents his family traditions, cult centres, serpent-and-dragon imagery, seasonal descent and relation to the netherworld gates. Rules format references: D&D 2024 monster rules, D&D 2014 monster rules, Pathfinder 1e outsider rules, and D&D 3.5e divine ranks and salient abilities. The divine estate, adventures, rituals and stat blocks are original fantasy adaptations; the epic challenge ratings extend beyond published monster tables.

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