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PFS StandardLamashtu (Mother of Monsters)

Source Player Core pg. 37 2.0
Lamashtu, the Mother of Monsters, revels in corruption of the pure. The physical changes and nightmares left by her interventions are treated as gifts by her followers and unwelcome terrors by the outside world. There are some that find respite or even a family among Lamashtu’s followers due to the faith’s greater acceptance of differences.

Category Gods of the Inner Sea
Edicts bring power to outcasts and the downtrodden, indoctrinate other in Lamashtu’s teachings, make the beautiful monstrous, reveal the corruption and flaws in all things
Anathema attempt to change that which makes you different, provide succor to Lamashtu’s enemies
Areas of Concern aberrance, monsters, and nightmares

Devotee Benefits

Divine Ability Constitution or Strength
Divine Font harm or heal
Divine Sanctification can choose unholy
Divine Skill Survival
Favored Weapon falchion
Domains family, might, nightmares, trickery
Alternate Domains change
Cleric Spells 1st: spider sting, 2nd: animal form, 4th: nightmare

Divine Intercession

Lamashtu rewards kinship with monsters and brutal dominance in combat. Those who offend her serve the brood as prey or unwilling sacrifices.
Source Gods & Magic pg. 33 2.0

Minor Boon: Lamashtu’s touch mutates a part of your body. You gain either an unarmed Strike that deals 1d6 damage or one that deals 1d4 damage and has the finesse and agile traits. Whether the attack deals bludgeoning, slashing, or piercing damage depends on the mutation. If the unarmed Strike replaces a limb, you can still use the mutated limb for its original functions. Lamashtu chooses the form and function of your mutation.
Moderate Boon: You spread Lamashtu’s nightmares everywhere you go. You can cast confusion once per day as an divine innate spell.
Major Boon: Lamashtu uses your body to birth a new monster, regardless of your gender. Once per day, you can spend 1 minute to birth a monster determined by the GM, which rips its way from your belly. The monster’s level is up to your level and it does as it pleases, following Lamashtu’s will, though it doesn’t attack you unless you have lost her favor. You are drained 3 from the ordeal.

Minor Curse: Horrid visions torment your mind, overlaying reality at inopportune times. You treat everything around you as if it was concealed.
Moderate Curse: Lamashtu marks you as prey. Any creature with imprecise or better scent can smell you from 100 × the usual range of their scent and can’t shake the feeling that you smell like prey, so they might attack you even if they would normally avoid attacking creatures of your ancestry. This smell doesn’t magically compel their action, and the scent of prey doesn’t overcome a deeper bond such as that with an animal companion.
Major Curse: Your dreams are an unending stream of nightmares. You need 16 hours of rest to try to get enough sleep to recover resources in daily preparation that normally require an 8-hour rest, and even then, you must succeed at a DC 15 flat check to do so, and you are still fatigued on a successful check.