Lamashtu

The Mother of Monsters

Lamashtu (pronounced lah-MAHSH-too) is the mother and patroness of many misshapen and malformed creatures that crawl, slither, or flap on, above, or below the surface of Golarion. Her unholy symbol is a three-eyed jackal head, which may be represented in many ways, and her sacred animal is the jackal.

Lamashtu was once a mighty demon lord who became the first such entity to achieve true godhood. In ages past, she was allied with Pazuzu, though the exact nature of their alliance is often disputed by scholars of demon lore. Some say they were lovers, others say siblings, or simply convenient allies. What is known for certain is that she lured the god Curchanus into her territory and beset him with swarms of demons and other monsters until he was weak enough for her to attack. By defeating him, she ripped his godly domain over beasts from him, beginning an ancient vendetta with Curchanus' protégé, Desna. This imbued the demoness with a small amount of his divine power.

It is claimed by many monstrous humanoid races that she was their first progenitor and creator.

Priests of Lamashtu

REQUIREMENTS: Wisdom 13, Constitution 12. Wisdom or Constitution 16 means +5% experience; Wisdom and Constitution 16 means +10% experience.
ALIGNMENT: NE, CN, CE
WEAPONS: All cleric weapons and Khopesh
ARMOR: Any.
SPHERES: Major - All, astral, charm, chaos, combat, guardian, necromantic, summoning, sun, time, war, weather. Minor - Divination, elemental, numbers, protection.
MAGICAL ITEMS: Same as cleric
REQ. PROFS: none
BONUS PROFS: Two monstrous languages
RECOMMENDED PROFS: none
TURN UNDEAD: Control Undead

  • gain a +1 to saving throws against spells using illusion/phantasm magic.
  • The wizard spells Monster Summoning I to V are added to the Summoning sphere for a priest of Lamashtu at levels 3 through 7.
  • unaffected by fear spells and other emotion-altering magic. They can still be charmed and are subject to enchantment/charm spells in general, provided those spells have no direct effect on the emotions.
  • At 10th level, may instil madness. This ability is similar to the feeblemind 5th-level wizard spell, with the exception that no Wisdom adjustments arc made to the saving throw, and the priest must touch his or her target.
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