Tefnut

To Egyptian Gods

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Photographed by the British Museum; original artist unknown

The wife and sister of Shu, Tefnut embodies the moisture of the atmosphere. Her power is seen in the wrath of a storm or in the gentle dew found on plants at sunrise. As one might guess, she is sometimes fierce and angry and other times loving and gentle.

Villages in need of rain often call upon Tefnut to send her life-giving gift while those in the grip of a great storm plead with her to spare them and turn her attention elsewhere.

Tefnut's true form is that of a slender, attractive woman with the head of a sleek lion. The air around her smells of rain and lightning and her voice is the deep rumble of distant thunder. Omens from Tefnut always come in the form of storms or rain.

Duties of the Priesthood

Tefnut expects her priests to cherish the storms that she sends to earth. As such, they are often found standing outside during fierce downpours that have caused everyone to scurry for shelter

Originally Posted by

Tebryn14 of the Wizards Community forums.

On this Thread

Tefnut
Storm’s Fury
Intermediate Deity

Symbol: Pyramid and sun
Home Plane:
Alignment: Neutral good
Portfolio: Storms, rain, running water

Worshipers
farmers, travelers, druids.
Cleric Alignments: NG, CG, LG
Domains: Air, Destruction, Good,
Windstorm , Water.
Favored Weapon: quarterstaff

Wife of Shu, Tefnut appears usually as a woman with the head of a lion. A fickle and mercurial power, her moods are rapidly changing and intense. She is a goddess of storms and lighting, and like that which she represents can be quite dangerous if her power is not respected. Though she isn’t cruel, visitors to her constantly stormy realm had better be prepared to get quite wet.

Tefnut

Druid 25/Cleric 15

Medium-Size outsider (Good, Extraplanar)

Divine Rank

12

Hit Dice

20d8+140 (outsider) plus 25d8+175 (druid) plus 15d8+105 (cleric) (900 hp)

Initiative

+14 (+10 Dexterity, +4 Improved Initiative)

Speed

60 ft., fly 200 ft. (perfect)

AC

69 (+10 Dexterity, +12 divine, +25 natural, +12 deflection) touch 44, flat-footed 59

Base Attack/Grapple

+40/+59

Attack

+5 shocking burst thundering holy quarterstaff +63 melee and +5 shocking burst thundering holy quarterstaff +63 melee; or spell +59 melee touch or +62 ranged touch.

Full Attack

+5 shocking burst thundering holy quarterstaff+63/+58/+53/+48 melee and +5 shocking burst thundering holy quarterstaff +63/+58; or spell +59 melee touch or +62 ranged touch

Damage

+5 shocking burst thundering holy quarterstaff 1d6+15+1d6 shock;+5 shocking burst thundering holy quarterstaff1d6+8+1d6 shock; or by spell.

Face/Reach

5 ft./5 ft.

Special Attacks

Domain powers, salient divine abilities, spell-like abilities, turn undead 15/day.

Special Qualities

Divine immunities, DR 25/epic, fire resistance 17, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 12 miles, remote communication 12 miles, godly realm, greater teleport at will, plane shift at will, SR 44, divine aura (1,200 ft., DC 34), nature sense, wild empathy +37, woodland stride, trackless step, resist nature’s lure, wild shape (Tiny-Huge, plant, 7/day, small-huge elemental 3/day), a thousand faces.

Saves

Fort +51, Ref +54, Will +60

Abilities

Strength 24, Dexterity 30, Constitution 24, Intelligence 28, Wisdom 42, Charisma 35

Skills*

Balance +42, Concentration +79, Diplomacy +84, Gather Information +29, Handle Animal +54, Heal +59, Intimidate +56, Jump +39, Knowledge (Arcana) +56, Knowledge (history) +41, Knowledge (nature) +76, Knowledge (religion) +56, Knowledge (the planes) +56, Listen +73, Search +31, Sense Motive +53, Spellcraft +81, Spot +81, Survival +83, Swim +62, Tumble +42. *Always receives a 20 on checks.

Feats

Ambidexterity, Blind-Fight, Combat Expertise, Combat Reflexes, Craft Rod, Craft Wondrous Item, Dodge, Empower Spell, Enlarge Spell, Enhance Spell, Extend spell, Heighten Spell, Improved Initiative, Improved Two Weapon fighting, Maximize Spell, Mobility, Quick Draw, Spinning Staff, Track, Two weapon fighting, Weapon Focus (quarterstaff), 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 druid Spells), Avatar (10), Divine Air Mastery, Divine Blast (15/day, 12 miles, 24d12 points of damage), Divine Spellcasting, Energy Burst (Sonic), Energy Storm (Electricity), Extra Domain (Good), Extra Domain (Storm), Extra Domain (Water), Instant Counterspell, Mass Divine Blast, Power of Nature (12 miles).

Domain Powers

Turn earth elementals or rebuke air elementals 15/day; smite 12/day (+4 to hit, +15 to damage); cast good spells at +1 caster level; turn fire elementals or rebuke water elementals 15/day;

Spell-like Abilities

Tefnut uses these abilities as a 22nd level caster, except for good spells, which she uses as a 23rd level caster. The save DCs are 36 + spell level. obscuring mist, Wind Wall, gaseous form, air walk, control winds, chain lightning, control weather, Whirlwind, Elemental Swarm, inflict light wounds, shatter, Contagion, inflict critical wounds, Circle of Doom, Harm, disintegrate, Earthquake, Implosion, protection from evil, Aid, magic circle against evil, holy smite, Dispel Evil, blade barrier, Holy word, holy aura, summon monster IX, Entropic Shield, Gust of wind, Call Lightning, sleet storm, ice storm, summon monster VI, storm of vengeance, fog cloud, control water, ice storm, cone of cold, acid fog, horrid wilting.
Cleric Spells/Day 6/9/9/9/8/7/6/5/4; base DC = 28 + spell level.

druid Spells/Day (levels 0-16)

6/9/9/9/9/8/7/7/7/6/3/3/3/2/2/2; base DC=28+spell level.

Possessions: Tefnut carries a +5 shocking burst thundering holy quarterstaff.

Other Divine Powers

As an intermediate deity, Tefnut automatically receives a die result of 20 on any check. She treats a 1 on a saving throw or attack roll normally and not as an automatic failure. She is immortal.

Senses: Tefnut can see, hear, touch, and smell at a distance of fifteen miles. As a standard action, she can perceive anything within fifteen miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to ten locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 15 hours.

Portfolio sense: Tefnut is aware of any storm or change in the weather that occurs on any world where her pantheon is worshipped the instant it happens and retains the sensation for 13 tendays after the event occurs. She is likewise aware of anytime water changes the course of its flow.

Automatic actions: Tefnut can use Knowledge Nature, Survival, Intimidate, or Swim as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round.

Create Magic Items: Tefnut can create any magic item dealing with air, water, weather, electricity, or sonic energy as long as the item’s market price does not exceed 200,000 gp.

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To Egyptian Gods

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