Enlil is the chief deity in Sumerian religion, the god of wind, air and space, separating earth and heaven.
He was formed by the exhausted breath of An (god of the heavens) and Ki (goddess of the Earth) after sexual union. Another is that he and his sister Ninhursag/Ninmah/Aruru/Ninti/ were children of another god known as Enki 'Lord Earth' borne by Ninki 'Lady Earth' (in another context these are considered the parents of the god Enki of Eridu).
When Enlil was a young god, he was banished from Dilmun, home of the gods, to Kur, the underworld for raping a young girl named Ninlil. Ninlil followed him to the underworld where she bore his first child, the moon god Nanna. After fathering three more underworld deities, Enlil was allowed to return to Dilmun.
Enlil was also known as the inventor of the pickaxe/hoe (favorite tool of the Sumerians) and caused plants to grow.
Enlil's relation to An 'Sky', in theory the supreme god of the Sumerian pantheon. While An was in name ruler in the highest heavens, it was Enlil who mostly did the actual ruling over the world.
By his wife Ninlil was father of the moon god Nanna, Nisaba the goddess of grain, and Enbilulu. By Ereshkigal Enlil was father of Namtar.
Enlil is is the patron deity of the city of Nippur.
Nippur has become the centre of a political district of considerable extent. Enlil was the head of an extensive pantheon. Among the titles accorded to him are "king of lands," "king of heaven and earth" and "father of the gods".
His chief temple at Nippur is Ekur 'House of the mountain', Enlil's seat of worship.
Grouped around the main sanctuary, there arose temples and chapels to the gods and goddesses who formed his court, so that Ekur became the name for an entire sacred precinct in the city of Nippur. The name "mountain house" suggests a lofty structure and was perhaps the designation originally of the staged tower at Nippur, built in imitation of a mountain, with the sacred shrine of the god on the top.
When, with the political rise of Babylon as the centre of a great empire, Nippur yielded its prerogatives to the city over which Marduk presided, the attributes and the titles of Enlil were largely transferred to Marduk. But Enlil did not, however, entirely lose his right to have any considerable political importance, while in addition the doctrine of a triad of gods symbolizing the three divisionsheavens, earth and waterassured to Enlil, to whom the earth was assigned as his province, his place in the religious system.
It was no doubt in part Enlil's position as the second figure of the triad that enabled him to survive the political eclipse of Nippur and made his sanctuary a place of pilgrimage to which Assyrian kings down to the days of Assur-bani-pal paid their homage equally with Babylonian rulers.
Originally Posted by
Green Giant of the Wizards Community forums.
On this Thread
Ruler of Heaven
Symbol: A pick-axe
Home Plane: Blessed Fields of Elysium/Eronia/Great Mountain of the East
Portfolio: Air, war
Worshipers: fighters, nobles, farmers
Cleric Alignments: NG, LG, CG
Domains: Air, Good, Nobility, War
Favored Weapon: Pick-axe (handaxe)
|fighter 20/Cleric 20|
|Medium-Size outsider (Good)|
|Hit Dice||20d8+200 (outsider) plus 20d10+200 (fighter) plus 20d8+200 (Cleric) (1,120 hp)|
|Initiative||+12 (+8 Dexterity, +4 Improved Iniative)|
|Speed||60 ft., fly 200 ft. (perfect)|
|AC||77 (+8 Dexterity, +17 divine, +30 natural, +12 deflection) touch 47, flat-footed 69|
|Attack||+5 holy, shocking burst, thundering handaxe +84 melee; or spell +73 melee touch or +65 ranged touch|
|Full Attack||+5 holy, shocking burst, thundering handaxe +84/+79/+74/+69 melee; or spell +73 melee touch or +65 ranged touch|
|Damage*||+5 holy, shocking burst, thundering handaxe 1d6+42 plus 1d6 electricity/19-20/x3; or by spell *Always does maximum damage (handaxe 54)|
|Face/Reach||5 ft./5 ft.|
|Special Attacks||Turn undead (+6 to turn checks) 13/day, Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good).|
|Special Qualities||Divine immunities, DR 30/epic, fire resistance 22, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication, godly realm, greater teleport at will, plane shift at will, SR 69, divine aura (17 miles, DC 37).|
|Saves||Fort +59, Ref +57, Will +60|
|Abilities||Strength 42, Dexterity 26, Constitution 30, Intelligence 28, Wisdom 32, Charisma 30|
|Skills*||Climb +61, Concentration +62 (+66 casting defensively), Craft (armorsmithing) +71, Craft (weaponsmithing) +71, Diplomacy +72, Handle Animal +62, Heal +53, Intimidate +62, Jump +61, Knowledge (Arcana) +51, Knowledge (architecture and engineering) +61, Knowledge (Geography) +51, Knowledge (history) +51, Knowledge (local) +51, Knowledge (nature) +51, Knowledge (nobility and royalty) +71, Knowledge (religion) +71, Knowledge (the planes) +51, Listen +54, Profession (commander) +73, Ride (Dexterity)(horse) +64, Search +51 (+55 with hidden or secret doors), Sense Motive +53, Spellcraft +65, Spot +54, Swim +61. *Always receives a 20 on checks.|
|Feats||Battlefield Inspiration, Blind-Fight, Chariot Archery, Chariot Charge, Chariot Combat, Chariot Sideswipe, Chariot Trample, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Divine Might, Dodge, Empower Spell, Endurance, Glorious Weapons, Great Cleave, Greater Weapon Focus (handaxe), greater weapon specialization (handaxe), Improved Critical (handaxe), Improved Iniative, Maximize Spell, Mobility, Mounted Combat, Power Attack, Quicken Spell, Ride-By Attack, Spirited Charge, Spring Attack, Weapon Focus (handaxe) Weapon Specialization (handaxe), Whirlwind Strike|
|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, Alter Size, Annihilating Strike, Area Divine Shield, Avatar, Battlesense, Divine Air Mastery, Divine Battle Mastery, Divine Blast, Divine Fast Healing, Divine Shield, Divine Splendor, Divine Weapon Focus (handaxe), Divine Weapon Mastery, Divine Weapon Specialization (handaxe), Energy Storm (electricity), Extra Domain (Nobility), Hand of Death, Irresistible Blows (handaxe), Mass Divine Blast, Rejuvenation, Wound Enemy|
|Domain Powers||17/day turn or destroy earth creatures, or rebuke or command air creatures; cast good spells at +1 caster levels, 17/day inspire allies (+2 morale bonus on saves, attacks, ability checks, skill checks, and weapon damage for 10 rounds).|
|Spell-like Abilities||Enlil uses these abilities as a 27th-level caster, except for good spells which he uses as a 28th-level caster. The save DCs are 37 + spell level. Aid, air walk, blade barrier, chain lightning, control weather, control winds, demand, discern lies, dispel evil, divine favor, divine power, elemental swarm (air only), enthrall, flame strike, gaseous form, geas/quest, greater command, holy aura, holy smite, holy word, magic circle against evil, magic vestment, magic weapon, obscuring mist, power word blind, power word kill, power word stun, protection from evil, repulsion, Spiritual Weapon, storm of vengeance, summon monster IX (as good spell only), whirlwind, Wind Wall.|
|Cleric Spells/Day||6/9/9/9/8/8/7/7/6/6; base DC = 21 + spell level.|
Possessions: Enlil carries a +5 handaxe with the holy, shocking burst, and thundering ability in battle.
As a greater
deity, Enlil automatically receives the best possible result on any die roll he
makes (including attack rolls, damage, checks and saves). He is immortal.
Enlil can see, hear, touch, and smell at a distance of seventeen miles. As a standard
action, he can perceive anything within seventeen 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 his senses to up to twenty 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 17 hours.
sense: Enlil senses any act of just war as well as anything that happens under
the open sky seventeen weeks before it happens and retains the sensation for seventeen
weeks after the event occurs.
actions: Enlil can use Craft (armorsmithing), Craft (weaponsmithing), Diplomacy,
Handle Animal, Knowledge (nobility
and royalty), Knowledge
(commander), and Ride (Dexterity)(horse) as a free action if the DC for the task is 30 or
lower. He can perform up to twenty such free actions each round.
Create Magic Items: Enlil can create magic weapons, armor, and items that can sustain the user through adversity. He also makes items that help the user remain morally and ethically steadfast.
Enlil except divine rank 8; Spd 60 ft.; AC 59 (touch 38, flat-footed 51); Base
Atk +40; Grp +64; Atk +75 melee (1d6+33 plus 1d6 electricity/19-20/x3, +5 holy,
shocking burst, thundering handaxe) or spell +64 melee touch or +56 ranged touch;
Full Atk +75/+70/+65/+60 melee (1d6+33 plus 1d6 electricity/19-20/x3, +5 holy,
shocking burst, thundering handaxe) or spell +64 melee touch or +56 ranged touch;
SQ DR 20/epic, fire resistance 13, SR 40, divine aura (800 ft., DC 28); SV Fort
+50, Ref +48, Will +51; all skill modifiers reduced by 9.
Divine Abilities: Alter
Size, Battlesense, Divine
Weapon Focus (handaxe), Divine
(handaxe), Extra Domain (Nobility), Hand
Spell-like Abilities: Caster level 18th; saving throw DC 28 + spell level.
Sources: On Hallowed Ground (2E), PHB 3.5, DMG 3.5, MM 3.5, Players Guide to Faerun (3.5E), Deities and Demigods (3E), Complete Divine (3.5E), Complete Warrior (3.5E), Sword and Fist (3E), and Miniatures Handbook (3.5E).
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