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Gilgamesh, The Hero-King

“Unleash the Ultimate Warrior! Gilgamesh, the Unstoppable Force, Conquers All in Epic Battles!”

Gilgamesh, The Hero-King
Midjourney
  • Alias – The Hero-King
  • Gender – Male
  • Race – Human (Demigod)
  • Occupation – King, Warrior
  • Religion – Worshipper of the Gods
  • Allies – Enkidu (his closest friend and loyal companion), Shamhat (the temple prostitute who introduces Enkidu to civilization), Siduri (the divine tavern keeper who offers guidance), Ninsun (his mother and a goddess), Utanapishtim (the survivor of the Great Flood)
  • Enemies – Humbaba (guardian of the Cedar Forest), Ishtar (goddess of love and fertility who seeks revenge), Bull of Heaven (sent by Ishtar to punish Gilgamesh), Uruk’s enemies and rivals
  • Abode/Base of Operations – The city of Uruk
  • Nationality – Sumerian
  • Languages – Sumerian, Akkadian
  • Alignment – Chaotic Good
  • Affiliation(s) – The Kingdom of Uruk
  • Significant others – Ninsun (his mother and a goddess)

Gilgamesh, the legendary king of Uruk, stands as a towering figure of strength and ambition. As a mighty warrior and ruler, he commands respect and admiration from all who encounter him. With a muscular physique honed by countless battles, Gilgamesh possesses an aura of raw power and dominance. His commanding presence is enhanced by his noble bearing, exuding confidence and authority.

Driven by a thirst for immortality, Gilgamesh embarks on a perilous journey in search of eternal life. His insatiable desire stems from a fear of mortality, as he yearns to surpass the limitations imposed on humanity. However, beneath his brash and impulsive exterior lies a complex character burdened by the weight of his own ambitions.

Gilgamesh’s relentless pursuit of immortality is driven by his fear of being forgotten, his desperate longing to leave an indelible mark on history. He seeks to achieve greatness and carve his name into the annals of legend. Along his journey, he encounters both allies and adversaries, each adding depth to his story.

Despite his overwhelming power, Gilgamesh also possesses a compassionate side. He forms deep bonds with those who earn his trust and loyalty. While his brusque demeanor may intimidate, those who understand him see a fiercely protective and selfless leader who would go to great lengths to defend his allies.

In his pursuit of immortality, Gilgamesh faces countless trials and tribulations. He confronts his own mortality and grapples with the consequences of his actions. Through these challenges, he learns the value of humility and the importance of cherishing the present moment.

Ultimately, Gilgamesh’s story is one of self-discovery, a quest for purpose and meaning. As he traverses through trials and battles, he seeks to find not only immortality but also a sense of fulfillment and inner peace.

  • Gilgamesh
  • Gilgamesh (5e)
  • Gilgamesh 3.5 Edition Stats

Gilgamesh, the Mythic King

Gilgamesh 1
Midjourney

Medium humanoid (human), neutral good

Armor Class 18 (copper armor, shield) Hit Points 195 (26d8 + 78) Speed 30 ft.

STRDEXCONINTWISCHA
22 (+6)18 (+4)16 (+3)16 (+3)14 (+2)20 (+5)

Saving Throws Str +10, Dex +8, Wis +7 Skills Athletics +10, History +7, Insight +7, Persuasion +8 Senses darkvision 60 ft., passive Perception 17 Languages Sumerian, Common Challenge 16 (15,000 XP)

Legendary Resistance (3/Day). If Gilgamesh fails a saving throw, he can choose to succeed instead.

Mythic Aura. Gilgamesh exudes an aura of power and inspiration within 30 feet of him. Allies within this aura gain advantage on saving throws against being frightened, and their weapon attacks deal an extra 1d6 damage.

Regeneration. Gilgamesh regains 20 hit points at the start of his turn if he has at least 1 hit point and is not incapacitated.

Spellcasting. Gilgamesh is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +8 to hit with spell attacks). He has the following paladin spells prepared:

  • 1st level (4 slots): Bless, Cure Wounds, Divine Favor
  • 2nd level (3 slots): Aid, Lesser Restoration, Zone of Truth
  • 3rd level (3 slots): Beacon of Hope, Crusader’s Mantle, Revivify
  • 4th level (3 slots): Death Ward, Divination
  • 5th level (2 slots): Geas, Greater Restoration

Actions

Multiattack. Gilgamesh makes three melee attacks: two with his copper sword and one with his knee strike.

Copper Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage.

Knee Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Divine Smite. When Gilgamesh hits with a melee weapon attack, he can expend a spell slot to deal extra radiant damage to the target. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. If the target is undead or a fiend, the extra damage is maximized.

Legendary Actions

Gilgamesh can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Gilgamesh regains spent legendary actions at the start of his turn.

  • Attack. Gilgamesh makes one copper sword or knee strike attack.
  • Inspiring Presence (Costs 2 Actions). Gilgamesh uses his Mythic Aura to inspire an ally within 30 feet, granting them an extra attack and temporary hit points equal to his Charisma modifier.
  • Mythic Strike (Costs 3 Actions). Gilgamesh makes a knee strike attack. If the attack hits, the target takes an additional 2d6 radiant damage.

Equipment

  • Copper Shield: A large copper shield emblazoned with royal symbols, offering additional defense.
  • Copper Sword: A masterfully crafted copper sword, an emblem of his kingship and prowess.
  • Mythic Crown: A magnificent crown made of precious metals and adorned with gemstones, symbolizing his royalty and divine connection.
  • Sumerian Royal Robes: Elaborate royal robes made of rich fabrics, worn on ceremonial occasions.
  • Scepter of Authority: A ceremonial scepter used to symbolize his rule and leadership.
  • Potion of Healing (4): Potions crafted by royal alchemists to heal wounds in times of need.
  • Holy Symbol: An ornate holy symbol representing his devotion to the Sumerian pantheon.

Roleplaying Gilgamesh Gilgamesh is the legendary king of Uruk, known for his wisdom, strength, and divine lineage. He rules his kingdom with a sense of justice and compassion, striving to protect his people and expand his realm’s influence. His copper sword and shield are symbols of his royal authority and martial prowess.

Gilgamesh’s divine heritage grants him the ability to inspire those around him, making him a charismatic leader and protector of his subjects. He is deeply devoted to the Sumerian pantheon and seeks to maintain a harmonious relationship with the gods.

Adventure Hooks

  1. The Quest for Knowledge: Gilgamesh is known for his pursuit of knowledge and the search for the secrets of immortality. The party may be enlisted to join him in a quest for ancient texts or artifacts that could reveal the key to eternal life.
  2. Royal Assistance: The kingdom of Uruk faces a grave threat, and Gilgamesh seeks the aid of skilled adventurers to defend his realm from a powerful enemy or supernatural menace.
  3. Divine Intervention: The gods have sent a divine message or prophecy to Gilgamesh, and he believes the party plays a crucial role in fulfilling it. They must decipher the message and undertake a quest of great significance.
  4. The Lost Relic: Legends speak of a lost relic, said to be the key to unlocking Gilgamesh’s full potential as a king and hero. The party is tasked with locating and safeguarding this artifact before it falls into the wrong hands.

D&D 5E Mythological Figures: Gilgamesh (5E)

D&D 5E Mythological Figures: Gilgamesh (5E)
Midjourney

D&D 5E – Mythological Figures: Gilgamesh (5E) | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Gilgamesh
Medium humanoid (demigod, human), neutral good ranger (hunter) 8/monk (open hand) 8/cleric (nature) 4

Armor Class
 16 (Wisdom)
Hit Points 148 (8d10+12d8+40)
Speed 30 ft.

STRDEXCONINTWISCHA
20 (+5)16 (+3)14 (+2)9 (-1)16 (+3)11 (+0)


Saving Throws
 Str +11, Dex +9
Skills Athletics +11, History +5, Nature +5, Perception +9, Persuasion +6, Survival +9
Senses passive Perception 19
Languages Amorite, Assyrian, Babylonian, Sumerian
Challenge 12 (8,400 XP)

Background: Noble – Lordship. Due to his position as a god-king, Gilgamesh is treated with a measure of respect wherever he goes. He is treated as royalty (or as closely as possible) by most peasants and traders, and as an equal when meeting other authority figures (who make time in their schedule to see him if requested to do so).

Channel Divinity (1/short rest). Gilgamesh can channel his divine energy to fuel one of two magical effects.

Befriend Nature. As an action, Gilgamesh extends some of his natural divinity to befriend nature. Beasts and plants within 30 feet that are able to hear Gilgamesh make a DC 17 Wisdom saving throw or is charmed by him for 1 minute (or until it takes damage). Creatures charmed this way are friendly to Gilgamesh and his allies.

Turn Undead.
 As an action, Gilgamesh presents his holy symbol and speaks a prayer censuring the undead. Each undead within 30 feet that can see or hear him must make a DC 17 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Gilgamesh as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.​

Defensive Tactics: Multiattack Defense. When a creature hits Gilgamesh with an attack, he gains a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Evasion. When Gilgamesh is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Favored Enemy. Gilgamesh has advantage on Wisdom (Survival) checks to track humans and monstrosities, as well as on Intelligence checks to recall information about them.

Feat: Grappler. Gilgamesh has advantage on attack rolls against a creature he is grappling and he can use an action to try to pin a creature he’s grappled. To do so, Gilgamesh makes another grapple check. If he succeeds, Gilgamesh and the creature are both restrained until the grapple ends.

Hunter’s Prey: Giant Killer. When a Large or larger creature within 5 feet of Gilgamesh hits or misses him with an attack, he can use his reaction to attack that creature immediately after its attack, provided that Gilgamesh can see the creature.

Ki (8 points/short rest). Gilgamesh can spend ki to fuel the following features:

  • Patient Defense. Gilgamesh can spend 1 ki to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Gilgamesh can spend 1 ki to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Strike. Gilgamesh can spend 1 ki to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of his next turn.


Open Hand Technique.
 Whenever Gilgamesh hits a creature with one of the attacks granted by a bonus action or expending ki, he can impose one of the following effects on that target:

  • It must succeed on a DC 17 Dexterity saving throw or is knocked prone.
  • It must make a DC 17 Strength saving throw. If it fails, Gilgamesh can push it up to 15 feet away.
  • It can’t take reactions until the end of Gilgamesh’s next turn.


Ranger Features.
 Gilgamesh has the Land’s Stride, Natural Explorer (desert or grassland), and Primeval Awareness ranger class features.

Spellcasting. Gilgamesh is an 8th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). Gilgamesh knows the following spells from the ranger spell list and has the following cleric spells prepared:

  • Cantrips: guidance, light, produce flame, resistance, thaumaturgy
  • 1st-level (4 slots): cure wounds, jump, speak with animals; bane, command
  • 2nd-level (3 slots): pass without trace, spike growth; aid, enhance ability
  • 3rd-level (3 slots): beacon of hope, bestow curse
  • 4th-level (2 slots): divination


Stillness of Mind.
 Gilgamesh can use his action to end one effect on himself that is causing him to be charmed or frightened.

Wholeness of Body (1/long rest). Gilgamesh can spend an action to regain 24 hit points.

ACTIONS

Multiattack. Gilgamesh attacks twice (if attacking with unarmed strikes he can spend his bonus action to attack a third time, or his bonus action and 1 ki to attack a third and fourth time).

Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) magical bludgeoning damage.

Godly Mace. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d6+9) magical bludgeoning damage.

REACTIONS

Deflect Missile. Gilgamesh can spend his reaction to strike a missile when his is hit by a ranged weapon attack, reducing its damage by 16 (1d10+11). If he reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If Gilgamesh catches a missile in this way, he can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction (+9 to hit, range 20/60 ft., minimum 1d6+5 damage).

Slow Fall. Gilgamesh can use his reaction when he falls to reduce any falling damage he takes by 40.

Gilgamesh

used with permission from Paolo

As seen in Paolo’s thread at Dicefreaks

Gilgamesh
Cleric 7/fighter 25/ranger 10/Reaping mauler 5/Rogue 1
DvR0 (hero-deity)
Medium humanoid
Hit Dice30 d10 + 17 d8 +1d6 + 480 (777 hp)
Initiative+14 (+8,+6 Dexterity)
Speed30 ft
AC33 (+7 armour, +5 bracers, +6 Dexterity, +5 natural), touch 21, flat-footed 27
Base Attack/Grapple+33/66
Attack+ 49 touch, or + 55 Greatclub (1d10 + 25 x2), or + 56 Battleaxe (1d6 + 22 + 3d6 fire, x 3 + 9d6 fire); or + 45 shortbow (1d6 +4 x3) ranged, or spell +49 melee touch, or +41 ranged touch
Full
Attack
+ 55/50/45/40 Greatclub two-handed (1d10 + 32, 19-20 x2), or +56/51/46/39 Battleaxe (1d6 +22 + 3d6 fire, x3 + 9d6 fire), or +53/48/43/38 (1d10 + 25 x2) (primary hand, Greatclub) and +53/48 (1d6 +22 + 3d6 fire, x3 + 9d6 fire) (off-hand, Battleaxe), or grapple (four grapple checks/round, 1d3 +14 + 6 every winning check, plus 1d8/round, plus 1d12 if opponent pinned), or +45/40/35/30 shortbow (1d6 + 4 x3) , or spell +49 melee touch, or +41 ranged touch
Space/Reach5 ft. x 5 ft./5 ft.
Special
Attacks
Devastating grapple, Favored enemy, Sneak attack +1d6, Sleeper lock, Turn undead,
Special
Qualities
Counter grapple, Divine bloodline, Evasion, Iron skin, Swift tracker, Trapfinding, Wild empathy, Woodland stride
SavesFort +43, Ref +28, Will +27.
AbilitiesStrength 39, Dexterity 23, Constitution 31, Intelligence 13, Wisdom 19, Charisma 30
SkillsClimb +24, Concentration +15, Diplomacy +20, Escape Artist +21, Heal +9, Knowledge (Arcana) +6, Knowledge (religion) +11, Knowledge (Geography) +11, Knowledge (the planes) + 6, Handle Animal+20, Intimidate +24, Jump +22, Ride (Dexterity)+11, Swim +22, Hide +16, Listen +14, Move Silently +16, Search +11, Spot +14, Survival +14, Tumble +11, Use Rope +16,
FeatsCleave, Clever wrestling, Combat Expertise, Combat Reflexes, Deflect Arrows, earth’s embrace, Endurance, Improved Bull Rush, Improved Critical (Greatclub), Improved GrappleImproved Initiative, Improved Two Weapon fighting, Improved Unarmed StrikeLeadership, Mobility, Power Attack, Track, Two Weapon Fighting, Weapon Focus (Battleaxe), Weapon Focus (grapple), Weapon Focus (Greatclub), Weapon Specialisation (Greatclub), Weapon Specialisation (Battleaxe), Weapon Specialisation (grapple)
Epic FeatsEpic Fortitude, Epic Leadership, Epic Prowess x2, Epic weapon specialisation (grapple), Epic weapon specialisation (Greatclub), Energy resistance (fire), Infinite Deflection, Legendary Wrestler, Penetrate Damage Reduction (adamantine), Penetrate damage reduction (cold iron), Spectral strike, Superior Initiative
Climate/TerrainUruk, or any terrain
OrganizationSolitary, or with Enkidu, or with servants
Challenge Rating49
Treasurestandard in his palace at Uruk, and see possessions below.
Alignmentneutral (evil tendencies, shifted to good tendencies)
Gilgamesh
Hero mastering a lion. Relief from the façade of the throne room, Palace of Sargon II at Khorsabad (Dur Sharrukin), 713–706 BCE.

Notes

Due to his great strength and height (fully seven feet) Gilgamesh uses his Greatclub one handed without any penalty, and he considers the Battleaxe light when fighting two-handed.

Counter grapple :When grappling or pinned, Gilgamesh can attempt either a grapple check or an Escape Artist check opposed by his opponent’s grapple check to free himself. If he fails the check he has chosen, he can immediately attempt the other check as a free action.

Devastating grapple : if Gigamesh pins his opponent while grappling and maintains the pin for three consecutive rounds, the opponent must make a fortitude save (DC 19) at the end of the third round or die. A creature with no discernible anatomy is immune to the effect of this ability.

Divine bloodline :+1 hp per HD (es, 6,5 instead of 5,5 on a d10), immune to polymorphing, petrification or any form-altering attack, energy drain, ability drain and ability damage; +15 vs disease, poison, Paralysis, death effects, disintegration; +10 vs binding, soul bind, Temporal Stasis, Trap the soul; Spell Resistance 35

Evasion : If Gilgamesh makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Favored enemy : (evil outsider, aberration, abomination) Gilgamesh has a +6 bonus on Bluff, Listen, Sense Motive, Spot and Survival, and a +6 bonus on damage rolls, against evil outsiders. Those bonuses are at +4 versus aberrations and at +2 versus abominations.

Iron skin : Gilgamesh has an unnatural resilient skin, providing him +5 natural bonus on AC, damage reduction 5/- and energy resistance (all) 5

Sleeper lock: If Gigamesh pins his opponent while grappling and maintains the pin for one full rounds, the opponent must make a fortitude save (DC 19) at the end of the round or fall unconscious for 1d3 rounds. A creature with no discernible anatomy is immune to the effect of this ability.

Swift tracker : Gilgamesh can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Trapfinding: Gilgamesh can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Turn undead : Gilgamesh turns or destroy undeads 13/day as a 7-level cleric, with a +2 bonus on turning check and 1d6 bonus on turning damage rolls.

Wild empathy: Gilgamesh can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person: he rolls 1d20 and adds +20 to determine the wild empathy check result. Gilgamesh and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. Gilgamesh can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland stride : Gilgamesh may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

cleric spells/day (0-4) 6/5+1/4+1/3+1/2+1. Caster level 7°. Save DC: 14 + spell level.

Bonus Domains Glory (granted power: +2 bonus on turning check and 1d6 bonus on turning damage rolls), Strength (once per day, duration one round, +7 enhancement bonus to Strength. Activating the power is a free action)

ranger spells/day (1-2) 2/2. Caster level 5. Save DC: 14 + spell level

Possession:

  • +5 Greatclub (1d10, x2) of smiting (any critical hit dealt to a construct completely destroys it, any critical to an outsider deals x4 damage instead of x2), and mighty disruption (destroy undead if fails a fortitude save dc21)
  • +6 Battleaxe of fiery blast
  • +4 shortbow
  • +5 leather armour (+2, max Dexterity +6) of acid warding (absorbs the first 50 acid damage/round), with spikes on the surface, causing 1d8/round damage to opponents grappled or pinned by the wearer. The damage is considered to be epic for DR bypassing
  • +5 bracers of armour.

Currently in the World

Physically, Gilgamesh, the Hero-King, stands tall and commanding, with a formidable presence. He possesses a well-built and muscular physique, reflecting his years of rigorous training and countless battles. His broad shoulders and powerful arms display the strength and prowess that have made him a legend. Gilgamesh’s jet-black hair falls in thick locks, reaching just above his broad forehead, framing his piercing, determined eyes.

His facial features are chiseled, with a strong jawline that exudes confidence and resilience. Adorned with a well-groomed beard and a regal crown upon his head, he embodies the majesty and authority befitting a king. Donned in ornate armor, embellished with intricate patterns and symbols of his royal lineage, Gilgamesh carries himself with an air of authority and nobility. With each stride, his presence commands respect and admiration from those around him.

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