Shu, God of Air and Sunlight, Shu the Mighty One, He Who Rises Up, also known as “the upholder”
Shu the god of the atmosphere, charged with holding up the sky and, thus, keeping Nut and Geb separated. Shu (and his wife Tefnut) were Ra’s first children and he has great affection for them both.
- Pantheon: Egyptian pantheon
- Deity Title: Shu, God of Air and Sunlight
- Deity Symbol: An ostrich feather
- Home Plane: The sky above the earth
- Deity Level: Intermediate deity
- Alignment: Neutral Good
- Aliases: Shu the Mighty One, He Who Rises Up
- Superior: None
- Traditional Allies: Tefnut, Nut, Geb, Hathor
- Traditional Foes: Apophis, Set, Apep
- Divine Artifact: Scepter of Air and Sunlight
- Servants: None
- Servitor Creatures: Aarakocra
- Sacred Animal: None
- Manifestations: Gentle breezes, warm sunlight, clear skies
- Signs of Favor: An increase in the amount and quality of sunlight and air circulation in the area
- Worshipers: Farmers, shepherds, air and weather mages, bird keepers
- Cleric Alignments: NG, LG, CG, N
- Specialty Priests: Weather-watcher, Skykeeper, Windfinder, Sunbringer
- Holy Days: The Summer and Winter Solstices, and the Spring and Autumn Equinoxes
- Portfolio: Air, Sunlight, Light, Warmth, Clarity
- Domains: Air, Good, Sun, Glory, Protection
- Favored Weapon: Quarterstaff
- Favored Class: Druid
- Favored Race: Aarakocra
- Duties of the Priesthood: Watching the skies and predicting the weather, ensuring that the air is pure and the sunlight is strong, offering blessings to crops and flocks
- Major Cult/Temple Sites: The Temple of Shu in Heliopolis
- Benefits: Members of the priesthood gain the ability to cast spells related to air, sunlight, and weather, and gain protection from extreme temperatures and air pressure changes. They also gain access to specialized knowledge related to the prediction of weather patterns and the maintenance of good air quality.
Shu is a towering figure, with a strong and sturdy frame that seems to radiate power and stability. His skin is a warm, golden hue, and his eyes shine like two brilliant orbs of sunlight. His hair is short and spiky, like rays of light shooting out in every direction.
Shu is often depicted wearing a kilt or a skirt made of fine linen, with a broad collar or necklace adorning his chest. He may also carry a scepter or a staff, symbolizing his authority over the elements of air and light.
As the god of air and sunlight, Shu is responsible for bringing light and life to the world. He holds up the sky, creating a boundary between the heavens and the earth, and allowing the sun to shine down upon the world below. In this way, he creates the conditions necessary for life to thrive, and ensures that the cycle of day and night continues without interruption.
In Egyptian mythology, Shu is often seen as a mediator and peacemaker, helping to resolve conflicts between the other gods and ensuring that the balance of power is maintained. He is also closely associated with the pharaohs, who were seen as living embodiments of the god’s power and authority.
Overall, Shu is a benevolent and essential figure in the Egyptian pantheon, whose actions are motivated by a desire to create harmony and balance in the world. Through his role as the god of air and sunlight, he ensures that the natural world remains in a state of perpetual renewal, and that life continues to flourish in all its forms.
Shu, God of Air and Sunlight 5e Stat Block
Challenge Rating: 35
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 | 30 | 30 | 30 | 30 | 30 |
Armor Class: 40 (natural armor) Hit Points: 900 (60d20 + 300) Speed: 120 ft. (fly)
Skills: Perception +30, Insight +30, Intimidation +30 Senses: truesight 120 ft., passive Perception 40
Immunities: fire, poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical weapons
Legendary Resistance (3/Day): If Shu fails a saving throw, he can choose to succeed instead.
Divine Presence: Shu’s mere presence is enough to cause lesser creatures to cower in fear. Creatures of CR 20 or lower within 120 ft. of Shu must make a DC 30 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
basic actions that Shu could take during combat:
- Multiattack: Shu makes three attacks with his Scepter of Air and Sunlight.
- Scepter of Air and Sunlight: Shu channels his divine energy through his scepter, unleashing a powerful bolt of lightning that strikes a single target within 120 feet. The target must make a DC 30 Dexterity saving throw, taking 60 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Additionally, Shu can use the scepter to cast any of the following spells: chain lightning, control weather, gust of wind, lightning bolt, sunburst, and wind walk.
- Divine Blast: Shu unleashes a blast of divine energy in a 120-foot cone. Each creature in the area must make a DC 30 Constitution saving throw, taking 60 (10d10) radiant damage on a failed save, or half as much damage on a successful one.
- Slam: Shu slams a creature within 10 feet of him with a burst of wind. The creature must make a DC 30 Strength saving throw or be knocked prone and take 30 (5d10) bludgeoning damage.
Spellcasting: Shu is a 30th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 30, +22 to hit with spell attacks). Shu has the following spells prepared:
- Cantrips (at will): guidance, light, mending, resistance, sacred flame, thaumaturgy
- 1st level (8 slots): bless, command, cure wounds, detect evil and good, detect magic, protection from evil and good, purify food and drink, shield of faith
- 2nd level (7 slots): aid, calm emotions, find traps, lesser restoration, locate object, protection from poison, zone of truth
- 3rd level (7 slots): dispel magic, magic circle, protection from energy, remove curse, speak with dead, spirit guardians
- 4th level (7 slots): banishment, death ward, divination, freedom of movement, guardian of faith, restoration, staggering smite
- 5th level (7 slots): circle of power, commune, dispel evil and good, geas, greater restoration, holy weapon, legend lore
- 6th level (7 slots): blade barrier, harm, heal, heroes’ feast, true seeing, word of recall
- 7th level (7 slots): divine word, etherealness, fire storm, plane shift, resurrection, symbol
- 8th level (7 slots): earthquake, foresight, holy aura, power word stun, sunburst
- 9th level (7 slots): foresight, gate, mass heal, power word kill, true resurrection
Divine Artifacts:
Scepter of Air and Sunlight:
Weapon (scepter), artifact (requires attunement by a deity)
This powerful artifact channels the divine energy of Shu, allowing its wielder to unleash the power of the elements. The scepter has the following properties:
- Damage: 4d6 bludgeoning damage, plus 4d6 lightning damage.
- Properties: Versatile (2d8).
- Spells: The scepter allows its wielder to cast the following spells:
- Chain Lightning (7th-level spell): Once per day, as an action, the wielder can cast chain lightning, using the scepter as a focus. The spell’s save DC is 30.
- Control Weather (8th-level spell): Once per day, as an action, the wielder can cast control weather, using the scepter as a focus. The spell’s save DC is 30.
- Gust of Wind (2nd-level spell): The wielder can use the scepter to cast gust of wind at will.
- Lightning Bolt (3rd-level spell): The wielder can use the scepter to cast lightning bolt at will.
- Sunburst (8th-level spell): Once per day, as an action, the wielder can cast sunburst, using the scepter as a focus. The spell’s save DC is 30.
- Wind Walk (6th-level spell): The wielder can use the scepter to cast wind walk at will.
- Divine Channeling: As an action, the wielder can channel the divine power of Shu through the scepter, causing it to glow with blinding radiance. All creatures within a 60-foot radius of the wielder must make a DC 30 Constitution saving throw or take 20d6 radiant damage and be blinded for 1 minute. A successful save halves the damage and negates the blindness. Once used, this ability cannot be used again for 24 hours.
- Divine Energy: The scepter holds a reserve of divine energy, which can be used to power its spells and abilities. The scepter has 7 charges, and it regains all charges at dawn. The wielder can use an action to expend charges to cast one of the scepter’s spells, as listed above, using a number of charges equal to the spell’s level. Additionally, the wielder can expend a charge as a bonus action to add 2d6 lightning damage to a melee weapon attack made with the scepter, or to the damage of a spell that deals lightning damage.
- Divine Protection: While attuned to the scepter, the wielder gains resistance to lightning damage and immunity to being blinded. Additionally, the wielder can cast the spell shield once per day without expending a spell slot or using material components, using the scepter as a focus.
- Divine Will: As a legendary action, the wielder can use the scepter to impose their will upon the battlefield. The wielder can choose up to three creatures within 60 feet of them and force them to make a DC 30 Wisdom saving throw. On a failure, the creature is stunned until the end of the wielder’s next turn. On a success, the creature is unaffected. The wielder can use this ability once per turn.
Lair Actions:
Shu’s domain is the sky and the air, and he can use this power to control the weather within his lair. As a legendary action, he can use one of the following lair actions:
- Call Lightning: Shu calls down a bolt of lightning to strike a creature within 120 ft. of him. The target must make a DC 30 Dexterity saving throw, taking 60 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
- Gust of Wind: Shu conjures a strong gust of wind that blows through his lair. All creatures within 120 ft. of him must make a DC 30 Strength saving throw or be pushed 20 ft. away from him.
- Thunderstorm: Shu summons a powerful thunderstorm that engulfs his lair. Lightning strikes randomly within a 1-mile radius, dealing 80 (20d8) lightning damage to any creature caught in the blast. Creatures within 5 miles of the lair must make a DC 30 Constitution saving throw or suffer one level of exhaustion.
- Shu’s domain is the sky and the air, and he can use this power to control the weather within his lair. As a legendary action, he can cause a powerful storm to appear within a 5-mile radius of his lair, lasting for 1 hour. The storm can include rain, thunder, lightning, and gusts of wind, and it imposes disadvantage on ranged weapon attacks and perception checks for all creatures within the area.
Legendary Actions:
Shu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Shu regains spent legendary actions at the start of his turn.
- Cast a spell (Costs 2 actions): Shu can cast one of his prepared spells as a legendary action, using a spell slot of the appropriate level.
- Attack (Costs 1 action): Shu makes a melee attack with his staff or a ranged spell attack.
- Control the weather (Costs 3 actions): Shu can use his lair action to cause a storm within a 5-mile radius, as described above.
Regional Effects:
The region around Shu’s lair is infused with his divine power, which creates the following effects:
- Weather Control: The weather within a 10-mile radius of Shu’s lair is under his control. He can cause it to rain, snow, hail, or be clear at will.
- Flight: Creatures within the region around Shu’s lair gain a fly speed of 60 ft. as long as they remain within the area.
- Sunlight: The region around Shu’s lair is bathed in bright sunlight during the day, which grants advantage on attack rolls and saving throws made by creatures that can see in bright light.
Shu, God of Air and Sunlight 3.5 Stat Block
In Egyptian mythology, Shu is considered the god of air and sunlight. He is often depicted as a man holding up the sky, separating it from the earth and creating the atmosphere that allowed life to flourish. According to the myth, Shu was created by the creator god Atum, along with his twin sister Tefnut, who represented moisture.
In some versions of the myth, Shu was also the son of the god Ra, the sun god, and was believed to have been born each day from the eastern horizon. As the god of air, Shu was associated with breath and life force, and was sometimes depicted holding an ankh, the symbol of life, in his hand.
Shu was known for his strength and stability, often depicted with a muscular and sturdy frame that radiated power. His skin was typically depicted as a warm, golden hue, and his eyes shone like brilliant orbs of sunlight. His hair was short and spiky, like rays of light shooting out in every direction.
Shu was often depicted wearing a kilt or skirt made of fine linen, with a broad collar or necklace adorning his chest. He may also carry a scepter or a staff, symbolizing his authority over the elements of air and light. In Egyptian mythology, Shu was considered a powerful and important god, responsible for the creation and preservation of life on earth.
Duties of the Priesthood
Shu is a heroic and noble god who serves as king of Heliopolis when Ra is absent or unavailable. He is fair and impartial, but less of a politician than Ra.
Priests of Shu perform their services in large, open areas which are often full of wind gusts and drafts. They are required to pray and meditate during wind storms
Originally Posted by Tebryn14 of the Wizards Community forums.
Shu | |
ranger 10/fighter 10/Cleric 20 | |
Medium-Size outsider (Good, Lawful Extraplanar) | |
Divine Rank | 14 |
Hit Dice | 20d8+160 (outsider) plus 10d8+80 (ranger) plus 10d10+80 (fighter) plus 20d8+160 (cleric) (980 hp) |
Initiative | +15 (+11 Dexterity, +4 Improved Initiative) |
Speed | 60 ft., fly 200 ft. (perfect) |
AC | 71 (+11 Dexterity, +14 divine, +27 natural, +9 deflection) touch 44, flat-footed 60 |
Base Attack/Grapple | +40/+67 |
Attack | +5 keen, holy frost knock-back shortsword +77 melee; or spell +67 melee touch or +65 ranged touch. |
Full Attack | +5 keen holy frost knock-back shortsword +77/+72/+67/+62 melee; or spell +67 melee touch or +65 ranged touch |
Damage | +5 keen holy frost knock-back shortsword 1d6+20+1d6 cold; or by spell. |
Face/Reach | 5 ft./5 ft. |
Special Attacks | Domain powers, salient divine abilities, spell-like abilities, turn undead 12/day. |
Special Qualities | Divine immunities, DR 25/epic, fire resistance 19, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication 14 miles, godly realm, greater teleport at will, plane shift at will, SR 46, divine aura (1,200 ft., DC 33), wild empathy +19, woodland stride, combat style (archery), improved combat style, swift tracker, evasion, favored enemies (dragons +3, elemental +2, undead +1). |
Saves | Fort +54, Ref +57, Will +58 |
Abilities | Strength 36, Dexterity 32, Constitution 26, Intelligence 28, Wisdom 34, Charisma 29 |
Skills* | Balance +35, Climb +37, Concentration +77 Diplomacy +63, Gather Information +33, Handle Animal +48, Heal +56, Hide +50, Intimidate +58, Knowledge (Arcana) +68, Knowledge (history) +48, Knowledge (nature) +78, Knowledge (religion) +68, Knowledge (the planes) +53, Listen +63, Move Silently +55, Ride (Aerial Mount) Search +48, Sense Motive +46, Spellcraft +68, Spot +53, Survival +79, Swim +47, Tumble +50, Rope Use+40. *Always receives a 20 on checks. |
Feats | Alertness, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Empower Spell, Endurance, Enlarge Spell, Heighten Spell, Improved Initiative, Improved Trip, Improved Unarmed Strike, Intensify Spell, Maximize Spell, Mobility, Multispell, Power Attack, Quick Draw, Silent Spell, Spring Attack, Still Spell, Sunder, Track, Weapon Focus (short sword), Weapon Specialization (short sword), Whirlwind Attack . |
Divine Immunities | Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment. |
Salient Divine Abilities | Alter Reality (DC 44 for duplicated spells), Alter Size, Automatic Metamagic (quickened Cleric Spells), Avatar (10), Battlesense, Call Creatures (Air creatures, up to 14 creatures with up to 14 HD), Control Creatures (Air creatures), Divine Air Mastery, Divine Blast (12/day, 14 miles, 23d12 points of damage), Divine Spellcasting, Divine Weapon Focus (short sword), Energy Burst (Wind, deals bludgeoning damage), Energy Storm (cold), Extra Domain (Storm), Extra Domain (Water), Instant Counterspell, Mass Divine Blast, Power of Nature (14 miles). |
Domain Powers | Turn earth elementals or rebuke air elementals 15/day;; cast good spells at +1 caster level; cast law spells at +1 caster level; |
Spell-like Abilities | Shu uses these abilities as a 24th level caster, except for good and lawful spells, which he uses as a 25th level caster. The save DCs are 34 + spell level. Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Elemental Swarm, protection from evil, Aid, magic circle against evil, holy smite, Dispel Evil, blade barrier, Holy word, holy aura, summon monster IX, protection from chaos, calm emotions, Magic Circle Against Chaos, Orders Wrath, dispel chaos, Hold monster, Shield of law, fog cloud, Call Lightning, sleet storm, ice storm, Storm Vengeance. |
Cleric Spells/Day (Levels 0-12) | 6/8/8/8/8/7/6/6/6/5/2/2/2; base DC = 23 + spell level. |
Possessions: Shu carries a +5 keen holy frost knock-back shortsword.
Other Divine Powers
As an intermediate deity, Shu automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.
Senses:Shu can see, hear, touch, and smell at a distance of 14 miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend her senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 15 hours.
Portfolio sense:Shu is aware of any change in the weather that occurs on any world where his pantheon is worshipped the instant it happens and retains the sensation for 14 tendays after the event occurs.
Automatic actions: Shu can use Knowledge (nature) or Survival as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round.
Create Magic Items: Shu can create any magic item dealing with air, weather, electricity, or sonic energy as long as the items market price does not exceed 200,000 gp.
Currently in the World
Shu, the god of air and sunlight, has been a crucial figure in the pantheon of Egyptian deities since the beginning of time. From his creation by the god of creation, Atum, to his current state as one of the most respected and revered gods, Shu has played a vital role in shaping the world around him.
In the early days of creation, Shu was tasked with holding up the sky, separating it from the earth below. This task required immense strength and endurance, but Shu never faltered. He stood tall and proud, his muscular form glistening in the bright sunlight, as he held the sky aloft.
As time passed, Shu continued to perform his duties with unwavering dedication. He watched as the world evolved and changed around him, playing a role in shaping the destinies of countless mortal beings.
In the present day, Shu’s goals and desires remain focused on maintaining balance in the world. He sees the potential for chaos and destruction in the actions of mortals and other gods alike, and he works tirelessly to prevent these forces from gaining the upper hand.
In the 1450s, Shu’s attention would be focused on the tumultuous events of the time, such as the ongoing conflicts between the European powers and the struggles of various African kingdoms. He would work to ensure that these events did not spiral out of control and lead to further chaos and destruction.
Despite his immense power and strength, Shu is not invincible. His greatest weakness is his sense of duty and responsibility, which can sometimes lead him to take on too much at once. However, his steadfast commitment to his role as the god of air and sunlight ensures that he will always do his best to keep the world in balance, no matter what challenges he may face.