Enlil

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Enlil is the chief deity in Sumerian religion, the god of wind, air and space, separating earth and heaven.

Origins

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.

Cosmological role

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.

Cultural histories

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 divisions—heavens, earth and water—assured 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

Enlil
Ruler of Heaven
Greater Deity
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)

Enlil
fighter 20/Cleric 20
Medium-Size outsider (Good)
Divine Rank17
Hit Dice20d8+200 (outsider) plus 20d10+200 (fighter) plus 20d8+200 (Cleric) (1,120 hp)
Initiative+12 (+8 Dexterity, +4 Improved Iniative)
Speed60 ft., fly 200 ft. (perfect)
AC77 (+8 Dexterity, +17 divine, +30 natural, +12 deflection) touch 47, flat-footed 69
Base Attack/Grapple+40/+73
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/Reach5 ft./5 ft.
Special AttacksTurn undead (+6 to turn checks) 13/day, Domain powers, salient divine abilities, spell-like abilities, bypass damage reduction (good).
Special QualitiesDivine 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).
SavesFort +59, Ref +57, Will +60
AbilitiesStrength 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.
FeatsBattlefield 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 ImmunitiesAbility 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 Powers17/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/Day6/9/9/9/8/8/7/7/6/6; base DC = 21 + spell level.

Possessions: Enlil carries a +5 handaxe with the holy, shocking burst, and thundering ability in battle.

Other Divine Powers

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.

Senses: 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.

Portfolio 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.

Automatic actions: Enlil can use Craft (armorsmithing), Craft (weaponsmithing), Diplomacy, Handle Animal, Knowledge (nobility and royalty), Knowledge (religion), Profession (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.

Avatars

Avatar of Enlil: As 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.

Salient Divine Abilities: Alter Reality, Alter Size, Battlesense, Divine Air Mastery, Divine Blast, Divine Shield, Divine Weapon Focus (handaxe), Divine Weapon Specialization (handaxe), Extra Domain (Nobility), Hand of Death
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, Player’s Guide to Faerun (3.5E), Deities and Demigods (3E), Complete Divine (3.5E), Complete Warrior (3.5E), Sword and Fist (3E), and Miniature’s Handbook (3.5E).

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