
At a Glance
| Divinity | Stribog |
|---|---|
| Influence | Wind, weather and the distance between places |
| Primary realm | The Windward Cliffs of Iriy |
| Symbols | Whirling leaf, four streamers, wind-harp |
| Cleric themes | Storms, travel, swift passage and the open sky |
| Alignment | Chaotic Neutral |
| Relationships | His winds trouble Svarog’s chimneys and carry messages between other courts. |
| Enduring fate | The old verse calls the winds his descendants; in the living world no ruler owns their journeys. |

Stribog sends winds over seas, marshes and steppe roads. Travellers invoke him before they cross open water; millers listen for his temper from the shape of the clouds, and the old songs call winds his grandchildren.
Stribog in the world
On the Volga a riverboat captain claims to have bought a week of fair winds from a man who wore four different cloaks. The captain’s sails have since blown full in perfect stillness, while three villages upriver have had no breeze for a month.
Origins and divine relationships
The Primary Chronicle names Stribog among the gods whose idols Vladimir erected at Kyiv. The Tale of Igor’s Campaign calls the winds his grandchildren, the strongest surviving literary association between Stribog and the moving air. Neither text describes a surviving temple ritual or a complete family tree. The Windward Cliffs, the Four Winds and the living god’s bargains belong to the present world.
Some traditions treat him as a father or elder of wind spirits, while later scholarship has also proposed links to the night sky. Those proposals are not certain ancient doctrine. In Iriy he quarrels with Perun whenever lightning threatens the sailors his winds are carrying, and he knows the smoke from Svarog’s forge even on a still day.
Stribog keeps the Windward Cliffs within Iriy. Its divine country lies within Bytopia. The Windward Cliffs rise above storm roads and wild heights of Shurrock in Bytopia.
Encountering Stribog
At the divine estate: The Windward Cliffs rise above Shurrock’s storm roads. An uncovered map laid on their stone points toward the place its owner most recently called home. Four great paths are marked by hanging banners; the eastern route smells of rain over the steppe, the western of salt and timber, the northern of early snow and the southern of warm dust.
Travellers must choose which banner to follow before Stribog will hear them. The northern route is swift but dangerous to the unprepared. The southern is gentle until it passes a harbour where ships cannot leave. Stribog knows the cost of each path, but refuses to choose on a petitioner’s behalf.
Stribog values movement and hates being imprisoned. He may trade a favourable crossing for a new song, a map he has not seen, or a promise to carry news to a far shore.
Adventures
The Wind Sold Twice
Two merchant fleets leave opposite ends of the same narrow estuary carrying contracts promising fair winds on the same morning. Neither captain knows that the wind-broker sold the same blessing twice. Stribog’s north and south winds collide in the fog, driving both fleets onto a sandbar. The adventurers can reach the broker’s signal tower, expose the forged contracts or persuade one captain to wait at anchor. Each hour lost costs a vessel its tide; a rushed decision may strand the crews without fresh water.
The Still Valley
Smoke from a smithy hangs motionless over a Rus’ settlement for days. No sail moves and the mills have stopped; the last flour is being divided among frightened families. A child has tied a visiting wind spirit into a kite because its voice sounded like his dead mother’s. The spirit offers safe passage through the storm in return for freedom. The characters must win the child’s trust, find the voice that deceived him and release the captive without sending a destructive gale through the village.
The Ferryman’s Last Crossing
A boatman on the Dnieper reaches the far shore each night only to find himself back where he started. His passenger is carrying a sealed message from the Windward Cliffs, but someone has cut the recipient’s name from the seal. Stribog will reopen the crossing if the party delivers the message to its rightful keeper; a warlord has hired river spirits to ensure that no one discovers the orders to disperse his army. The adventurers can trace the damaged wax, escort the passenger upriver or risk the route through Iriy itself.
Worship and powers
His worshippers favour Tempest and wind-travel interpretations; their precise domains depend on the rules tradition. The local shrine keeper controls the rites of that shrine; no single mortal priest controls the whole religion.
Sail of the Four Winds — divine relic
A folded square of cloth that unfurls into a sail on any vessel. The four rule versions appear inside the edition panels below.
Divine powers and encounter rules
These four epic deity statistics are original campaign rules, not published or playtested deity stat blocks. The gods act as characters with demands and responsibilities; encounters include negotiations, rescue and trespass in their estates. The four editions are distinct and should not be combined.
D&D 2024
Stribog — divine combat statistics (2024)
Large Celestial (Deity) · CR 28 (campaign epic rules, PB +8) · AC 24 (divine ward) · HP 540 (40d10+320) · Speed 40 ft., Fly 60 ft. (hover), Swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 32 (+11) | 26 (+8) | 26 (+8) | 28 (+9) | 26 (+8) |
Saving Throws: Str +14, Con +16, Wis +17, Cha +16. Skills: Insight +17, Perception +17, Religion +16, Athletics +14. Resistances: Cold, Fire; Bludgeoning, Piercing and Slashing from nonmagical attacks. Immunities: Thunder; Charmed, Frightened. Senses: Truesight 120 ft., Passive Perception 27. Languages: Old East Slavic, local river tongues and the speech of Iriy (comprehends other languages through divine perception, not a universal mortal Common).
Actions
Multiattack. Stribog makes three Windscythe attacks.
Windscythe. Ranged Attack Roll: +19 to hit, range 180 ft., one target. Hit: 33 (4d10 + 11) Force damage plus 18 (4d8) Thunder damage.
All Four Winds at Once (Recharge 5–6). Stribog affects a 120-foot line, 20 feet wide. Each affected hostile creature makes a DC 25 Strength saving throw, taking 18d10 thunder and 6d8 bludgeoning damage on a failed save, or half damage on a success. On a failed save the creature is pushed 40 feet away from Stribog; a creature tethered to an immovable anchor is pushed only 10 feet.
Bonus Actions
Step Between Shrines (2/day). Stribog teleports up to 30 feet to an unoccupied space the god can see; this cannot cross planes or a sealed magic barrier.
Wind Reversal (2024; Bonus Action, 1/day). While Bloodied (at or below half Hit Points), the god creates a 20-foot Emanation until the start of the next turn. Hostile creatures within it cannot take Opportunity Attacks, and an ally entering it gains Temporary Hit Points equal to the god’s Wisdom modifier + 8. This is a campaign action and does not spend a spell slot.
Reactions
Borrowed Breath (2/day). When a creature within 60 feet would fall or enter damaging gas, Stribog moves it up to 30 feet to a space he can see and gives it Resistance to the triggering damage.
Legendary Actions (3/round)
Stribog takes one Legendary Action immediately after another creature’s turn, regaining all three at the start of the god’s turn; only one option may be used after each turn. Divine Advance: move up to half Speed without provoking Opportunity Attacks. Windscythe: make one Windscythe attack (cost 2 actions). Portfolio Pulse: one creature within 30 feet makes a DC 25 Wisdom save or takes 4d8 thunder damage (cost 1 action).
Spellcasting (Magic action). Wisdom is the spellcasting ability (save DC 25, +17 to hit). Casting times, components and Concentration follow the listed spell; any spell that takes longer than an action still takes its full casting time. Spellcasting resources: At will (0); 3/day each (1st–3rd); 2/day each (4th–6th); 1/day each (7th–9th).
| Spell level | Personal divine spells | Uses |
|---|---|---|
| Cantrips | gust, message | At will |
| 1st | feather fall | 3/day each |
| 2nd | gust of wind | 3/day each |
| 3rd | wind wall | 3/day each |
| 4th | freedom of movement | 2/day each |
| 5th | control winds | 2/day each |
| 6th | wind walk | 2/day each |
| 7th | whirlwind | 1/day each |
| 8th | control weather | 1/day each |
| 9th | storm of vengeance | 1/day each |
Divine terrain. On the Windward Cliffs an uncovered map turns itself to point toward the place its owner most recently called home.
Granted domains and spells for worshippers
Trickery Domain Cleric. The spell choices below are optional campaign substitutions to the published domain progression, not the god’s personal spellcasting.
| Progression | Granted spells |
|---|---|
| Cleric 3 (1st-level) | feather fall, thunderwave |
| Cleric 3 (2nd-level) | gust of wind, warding wind |
| Cleric 5 (3rd-level) | wind wall, call lightning |
| Cleric 7 (4th-level) | freedom of movement, storm sphere |
| Cleric 9 (5th-level) | control winds, telekinesis |
Divine relic: Sail of the Four Winds
Once per Long Rest the sail fills for 1 hour regardless of prevailing wind; its vessel gains 10 feet of movement speed while under sail and ignores nonmagical headwinds. It does not resist a supernatural hurricane.
D&D 2014
Stribog — divine combat statistics (2014)
Large Celestial (Deity) · CR 28 (campaign epic rules, PB +8) · AC 24 (divine ward) · HP 540 (40d10+320) · Speed 40 ft., Fly 60 ft. (hover), Swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 32 (+11) | 26 (+8) | 26 (+8) | 28 (+9) | 26 (+8) |
Saving Throws: Str +14, Con +16, Wis +17, Cha +16. Skills: Insight +17, Perception +17, Religion +16, Athletics +14. Resistances: Cold, Fire; Bludgeoning, Piercing and Slashing from nonmagical attacks. Immunities: Thunder; Charmed, Frightened. Senses: Truesight 120 ft., Passive Perception 27. Languages: Old East Slavic, local river tongues and the speech of Iriy (comprehends other languages through divine perception, not a universal mortal Common).
Actions
Multiattack. Stribog makes three Windscythe attacks.
Windscythe. Ranged Spell Attack: +19 to hit, range 180 ft., one target. Hit: 33 (4d10 + 11) force damage plus 18 (4d8) thunder damage.
All Four Winds at Once (Recharge 5–6). Stribog affects a 120-foot line, 20 feet wide. Each affected hostile creature makes a DC 25 Strength saving throw, taking 18d10 thunder and 6d8 bludgeoning damage on a failed save, or half damage on a success. On a failed save the creature is pushed 40 feet away from Stribog; a creature tethered to an immovable anchor is pushed only 10 feet.
Bonus Actions (campaign ability)
Step Between Shrines (2/day). Stribog teleports up to 30 feet to an unoccupied space the god can see; this cannot cross planes or a sealed magic barrier.
Wind Trial (2014; Action, 1/day). Choose one creature within 60 feet. It makes a DC 25 Wisdom saving throw or has disadvantage on its next attack roll against a creature other than the god before the end of its next turn. A creature sheltered by a wind-torn banner makes this save with advantage. This is an original campaign action, not an automatic legendary action.
Reactions
Borrowed Breath (2/day). When a creature within 60 feet would fall or enter damaging gas, Stribog moves it up to 30 feet to a space he can see and gives it Resistance to the triggering damage.
Legendary Actions (3 per round)
Stribog can take three legendary actions, one at a time, at the end of another creature’s turn; spent actions return at the start of the god’s next turn. Move: moves half Speed without provoking opportunity attacks. Windscythe (costs 2): makes one Windscythe attack. Divine Rebuke: one visible target within 30 feet makes a DC 25 Wisdom save or takes 4d8 thunder damage.
Innate Spellcasting. Wisdom is the spellcasting ability (spell save DC 25, +17 to hit). Spells use their published 2014 casting times, components and concentration. Uses: At will (0); 3/day each (1st–3rd); 2/day each (4th–6th); 1/day each (7th–9th).
| Spell level | Personal divine spells | Uses |
|---|---|---|
| Cantrips | gust, message | At will |
| 1st | feather fall | 3/day each |
| 2nd | gust of wind | 3/day each |
| 3rd | wind wall | 3/day each |
| 4th | freedom of movement | 2/day each |
| 5th | control winds | 2/day each |
| 6th | wind walk | 2/day each |
| 7th | whirlwind | 1/day each |
| 8th | control weather | 1/day each |
| 9th | storm of vengeance | 1/day each |
Divine terrain. On the Windward Cliffs an uncovered map turns itself to point toward the place its owner most recently called home.
Granted domains and spells for worshippers
Tempest Domain Cleric. The spell choices below are optional campaign substitutions to the published domain progression, not the god’s personal spellcasting.
| Progression | Granted spells |
|---|---|
| Cleric 1 (1st-level) | feather fall, thunderwave |
| Cleric 3 (2nd-level) | gust of wind, warding wind |
| Cleric 5 (3rd-level) | wind wall, call lightning |
| Cleric 7 (4th-level) | freedom of movement, storm sphere |
| Cleric 9 (5th-level) | control winds, telekinesis |
Divine relic: Sail of the Four Winds
Once per long rest a ship with the sail gains 5 feet of movement under sail for 1 hour and ignores nonmagical headwinds; it cannot calm a magical storm.
Pathfinder 1e
Stribog — Pathfinder 1e
CR 28 campaign deity; XP not assigned · Large outsider (extraplanar on the Material Plane) · Initiative +15 · Senses darkvision 60 ft., true seeing 120 ft., Perception +42
AC 55, touch 37, flat-footed 43 (10 base, -1 size, +11 Dex, +18 natural, +8 sacred ward, +8 deflection, +1 Dodge ). HP 435 (30d10+240 + 30 Toughness); Fort +26, Ref +36, Will +34. Saving-throw calculation: Outsider base Fort +10, Ref +17, Will +17; ability modifiers and applicable saving-throw feats, plus a +6 sacred divine ward bonus (campaign rule). DR 15/epic; SR 35; Immune sonic, fear; Resist fire 20, cold 20.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 32 (+11) | 26 (+8) | 26 (+8) | 28 (+9) | 26 (+8) |
Speed 40 ft., fly 60 ft. (perfect). Base Attack +30; CMB +37; CMD 75 (10 + BAB 30 + Str 6 + Dex 11 + size 1 + deflection 8 + sacred ward 8 + Dodge 1); Space/Reach 10 ft./10 ft.. Full Attack Windscythe +43/+38/+33/+28 (4d6+9 force plus 4d6 sonic per hit; Windscythe is a light finesse weapon (campaign weapon), so Weapon Finesse applies); weapon counts as +3 for enhancement and overcomes DR/epic (campaign rule).
Feats (15): Improved Initiative; Combat Casting; Spell Focus (Evocation); Greater Spell Focus (Evocation); Spell Penetration; Greater Spell Penetration; Dodge; Mobility; Toughness; Iron Will; Great Fortitude; Lightning Reflexes; Weapon Finesse; Alertness; Skill Focus (Perception). Skills (selected): Perception +52, Knowledge (religion) +41, Sense Motive +46, Spellcraft +41; Fly +50. Skill totals use 30 ranks and class-skill bonuses where trained, plus the listed feats, perfect manoeuvrability (+8 Fly) and size adjustment to Fly. Languages: Old East Slavic, local river tongues and the speech of Iriy; divine understanding of others.
All Four Winds at Once (Su; standard action, once every 1d4 rounds). Each hostile creature in a 120-foot line, 20 feet wide takes 18d10 sonic and 6d8 bludgeoning (sonic effects), DC 34 Fortitude half; On a failed Fortitude save the creature is pushed 40 feet and knocked prone; secured creatures move only 10 feet.
Personal spell-like abilities: caster level 30th; Charisma-based save DC 18 + spell level. At will (0); 3/day each (1st–3rd); 2/day each (4th–6th); 1/day each (7th–9th). Use the edition’s spell-like ability rules for spell resistance and concentration; no components are required.
| Level | Personal powers | Save DC if applicable |
|---|---|---|
| 0 | detect magic, mage hand | 18 |
| 1 | feather fall | 19 |
| 2 | gust of wind | 20 |
| 3 | wind wall | 21 |
| 4 | air walk | 22 |
| 5 | control winds | 23 |
| 6 | wind walk | 24 |
| 7 | control weather | 25 |
| 8 | whirlwind | 26 |
| 9 | storm of vengeance | 27 |
Challenge. Divine terrain: On the Windward Cliffs an uncovered map turns itself to point toward the place its owner most recently called home.
Granted domains and spells for worshippers — Pathfinder 1e
Air, Travel and Weather. Clerics choose two of these three domains and use the published Pathfinder 1e granted powers, domain slots and spell levels; this table is separate from Stribog’s personal spell-like abilities. Air grants Lightning Arc and electricity resistance; Travel grants increased speed, Agile Feet and Dimensional Hop; Weather grants Storm Burst and Lightning Lord.
| Spell level | Air | Travel | Weather |
|---|---|---|---|
| 1 | Obscuring Mist | Longstrider | Obscuring Mist |
| 2 | Wind Wall | Locate Object | Fog Cloud |
| 3 | Gaseous Form | Fly | Call Lightning |
| 4 | Air Walk | Dimension Door | Sleet Storm |
| 5 | Control Winds | Teleport | Ice Storm |
| 6 | Chain Lightning | Find the Path | Control Winds |
| 7 | Elemental Body IV (air only) | Greater Teleport | Control Weather |
| 8 | Whirlwind | Phase Door | Whirlwind |
| 9 | Elemental Swarm (air only) | Astral Projection | Storm of Vengeance |
Pathfinder rules: Cleric domains and granted powers.
Divine relic: Sail of the Four Winds
Once per day the sail functions as control winds (caster level 11) restricted to an area 100 feet around its vessel for 1 hour; it cannot summon winds stronger than strong wind.
D&D 3.5e
Stribog — D&D 3.5e
Large outsider (extraplanar on the Material Plane; deity) · Divine rank 10 (lesser deity) · CR 28 (epic campaign estimate) · Initiative +15 · Speed 60 ft., fly 100 ft. (perfect).
AC 61, touch 38, flat-footed 50 (10 base, -1 size, +11 Dex, +10 divine, +23 natural, +8 deflection). HP 480 (30d8 maximized + 240 Con); Fort +37, Ref +38, Will +38. Saving-throw calculation: Outsider base +17 in each save, ability modifier, divine-rank bonus and applicable saving-throw feats. DR 20/epic (divine rank); SR 42; Divine immunities electricity, cold, acid, energy drain, ability drain and damage, mind-affecting effects, petrification and involuntary form change, disease, poison, stunning, sleep, paralysis, death effects, disintegration, and magical imprisonment and banishment; higher/equal-rank divine exceptions apply where the 3.5e divine-rank rules specify. Fire resistance 15.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 32 (+11) | 26 (+8) | 26 (+8) | 28 (+9) | 26 (+8) |
Base Attack +30; Grapple +50; Space/Reach 10 ft./10 ft.. Full Attack Windscythe +53/+48/+43/+38 (4d6+9 plus 4d6 sonic per hit; Windscythe is a light finesse weapon (campaign weapon), so Weapon Finesse applies); includes the +10 divine bonus on attack rolls and +3 enhancement.
Feats (11): Improved Initiative; Combat Casting; Spell Focus (Evocation); Greater Spell Focus (Evocation); Spell Penetration; Greater Spell Penetration; Dodge; Mobility; Weapon Finesse; Iron Will; Great Fortitude. Skills (selected, 33 ranks): Knowledge (religion) +51, Sense Motive +52, Spot +52, Listen +52. Languages: speaks and understands languages by divine rank; mortal worshippers use regional Slavic tongues, not a universal Common.
All Four Winds at Once (Su; standard action; every 1d4 rounds). Each hostile creature in a 120-foot line, 20 feet wide takes 18d10 sonic and 6d8 bludgeoning; DC 34 Fortitude half. On a failed Fortitude save the creature is pushed 40 feet and knocked prone; secured creatures move only 10 feet.
Divine qualities: Portfolio Sense (theme: Windward Cliffs), Divine Aura (up to 1,000 ft., Will DC 28 negates fear). The following twelve original salient powers occupy his ten divine-rank and two lesser-deity salient ability choices.
Twelve distinctive campaign salient divine abilities
- Northwind’s Command. At will, move action: cross up to 100 ft. between two visible wind-marked places on the Windward Cliffs; blocked by dimensional anchor and equivalent barriers.
- The Empty Sky. 2/day, standard action: push creatures in a 60-ft. line 20 ft. away on failed Fortitude DC 35; the gale extinguishes unprotected flames.
- Raven-Wing Passage. 2/day, immediate action: when an ally within 40 ft. fails a Reflex save, grant a new Reflex save at the same DC; the ally must accept the second result.
- Return the Arrow. 3/day, immediate action: redirect a projectile within 40 ft. toward the ground; attacker may make a second attack roll at -4 to resist this disruption.
- Cloud Unbound. 3/day, swift action: the next successful weapon hit this round deals +4d6 electricity damage; the target can avoid this extra damage by being protected by a hushed valley.
- Wind Against Wall. 1/day, standard action: open the ridge above the river for one round, joining two points in the same estate no farther than 300 ft. apart; a planar barrier blocks the opening.
- The Gale’s Witness. 1/day, standard action: for 3 rounds create a 30-ft. radius of severe winds, halving flight speeds and imposing -4 on ranged attacks; large immobile structures are unaffected.
- Lost Traveller’s Breath. 1/day, immediate action: impose a -4 penalty on one enemy attack roll within 60 ft. after the roll but before its result; allied protection within 10 ft. of a wind-torn banner reverses that penalty to zero.
- After the Storm. 1/day, standard action: open a corridor through a storm for six allies for 1 minute; the corridor moves with the god, but a calm creature leaving it is exposed to the storm.
- Wind Sight. At will, standard action: receive a clear image of a known wind shrine on the same plane for 1 round; no sound passes and lead/planar wards block this vision.
- Wind Recollection. 1/day, swift action: recover one expended spell-like ability of 4th level or lower; this does not restore a domain-granted at-will ability.
- Wind Restoration. 1/day, standard action: restore one shattered nonmagical object of Large size or smaller associated with wind; all original fragments must be present.
Personal spell-like abilities: caster level 30th; Charisma-based save DC 28 + spell level; includes the deity’s divine-rank bonus. At will (0); 3/day each (1st–3rd); 2/day each (4th–6th); 1/day each (7th–9th). Use the edition’s spell-like ability rules for spell resistance and concentration; no components are required. Native divine domain powers: The printed spells of domains this deity grants are also spell-like abilities at will (caster level 20; Charisma save DC 10 + spell level + Cha modifier + divine rank). This granted-domain repertoire is separate from the limited-use personal campaign powers.
| Level | Personal powers | Save DC if applicable |
|---|---|---|
| 0 | detect magic, mage hand | 28 |
| 1 | feather fall | 29 |
| 2 | gust of wind | 30 |
| 3 | wind wall | 31 |
| 4 | air walk | 32 |
| 5 | control winds | 33 |
| 6 | wind walk | 34 |
| 7 | control weather | 35 |
| 8 | whirlwind | 36 |
| 9 | storm of vengeance | 37 |
Granted domains and spells for worshippers — D&D 3.5e
Air and Travel. Clerics use the two separate, published 3.5e domain spell lists below. Air turns or destroys earth creatures and rebukes or commands air creatures, using 3 + Charisma modifier daily attempts. Travel grants the limited freedom-of-movement rounds and Survival as a class skill. Neither power uses Stribog’s divine rank when a mortal cleric employs it.
| Spell level | Air | Travel |
|---|---|---|
| 1 | Obscuring Mist | Longstrider |
| 2 | Wind Wall | Locate Object |
| 3 | Gaseous Form | Fly |
| 4 | Air Walk | Dimension Door |
| 5 | Control Winds | Teleport |
| 6 | Chain Lightning | Find the Path |
| 7 | Control Weather | Greater Teleport |
| 8 | Whirlwind | Phase Door |
| 9 | Elemental Swarm (air only) | Astral Projection |
Rules reference: 3.5e Cleric Domains.
Divine relic: Sail of the Four Winds
Once per day the sail produces control winds (caster level 11) centred on its vessel for up to 1 hour; strength capped at strong wind.
Related spell references
For spell adjudication and cross-edition reference: Control Weather; Storm of Vengeance. These are existing spell pages, not the deity’s own spell lists.
Sources and licensing
Historical evidence: Stribog is named in the Primary Chronicle and the winds are his grandchildren in the Tale of Igor’s Campaign. The wind deity’s appearance, Windward Cliffs, interactions, relic, divine statistics and named encounters are original setting interpretations; suggestions of a night-sky role are modern scholarship rather than a secure medieval cult description. The paintings and symbol are original campaign artwork, not attested ancient emblems.
Historical context and reference: Review of Sources of Slavic Pre-Christian Religion; D&D 3.5e divine ranks; Pathfinder outsider type; 2024 monster action and spellcasting structure.
Vladimir Maksimov, “Old-Russian Stribog and His Ancient Greek Brother Astray” (2021). For the wider divine company, see Gods & Pantheons; for creatures of the region see Slavic Monsters.
Rules provenance: The four encounter builds and Sail of the Four Winds are original campaign mechanics, not official publisher stat blocks or playtested CR certifications. The Pathfinder 1e and D&D 3.5e granted-domain tables follow the published domain spell lists for each edition; spell names and edition terms remain their publishers’ respective intellectual property. Pathfinder cleric rules; 3.5e domains; 3.5e divine ranks.
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