Namira in a D&D World
Namira, known in Elder Scrolls as the Daedric Prince of repulsive creatures, decay, and darkness, can be reimagined in D&D as a Great Old One–style entity or a Lesser Goddess of Entropy and Filth, worshiped by cults that thrive in the shadows of civilization.
Domain & Influence
Portfolio: Darkness, rot, vermin, despair, and the beauty of corruption.
Alignment: Neutral Evil (though some cultists claim she is beyond morality).
Plane of Existence: A twisted demiplane called The Maw of Silence, a realm of endless caverns filled with carrion, fungal forests, and blind predators. Time flows strangely here—mortals who linger too long become warped husks.
Namira’s Philosophy
Namira teaches that decay is truth and that all things return to filth. Her followers believe civilization is a lie, and beauty is found in entropy. They seek to embrace degradation, often through acts of cannibalism, desecration, and living among vermin.
Followers & Cults
The Mawborn: A secretive cult that dwells in sewers and abandoned ruins. They practice ritual feasting on corpses and believe consuming rot grants enlightenment.
The Blind Feast: A traveling sect that blinds initiates to “see the world as Namira does”—through touch, smell, and taste.
Common Worshippers: Outcasts, plague doctors, cannibals, and those who revel in filth.
Namira’s Gifts
Namira grants her faithful blessings of decay:
Rot-Touched: Flesh becomes resistant to disease and poison.
Vermin’s Embrace: Ability to summon swarms of rats, insects, or carrion birds.
Aura of Repulsion: Enemies within 10 ft. have disadvantage on Charisma checks and saving throws.
D&D Mechanics
Suggested Cleric Domain: Death or Twilight (custom variant: Decay Domain).
Warlock Patron: The Maw of Silence (Namira as a Great Old One).
Expanded Spells: Inflict Wounds, Ray of Sickness, Hunger of Hadar, Blight, Contagion.
Feature: “Feast of Filth” – regain HP when consuming raw flesh or carrion.
Artifacts & Relics
The Maw Chalice: Drinking from it grants immunity to disease but slowly transforms the drinker into a vermin-like creature.
Namira’s Veil: A hood that blinds the wearer but grants blindsight and immunity to fear.
Adventure Hooks
The Feast Below: A series of disappearances leads the party to a cult preparing a grand cannibalistic ritual in the city sewers.
Plague of Vermin: A town is overrun by rats and insects—signs of Namira’s growing influence.
The Maw’s Whisper: A warlock patron begins demanding increasingly grotesque acts, hinting at a planar breach.
Namiran Maw Priest
Medium humanoid (cultist), chaotic evil
Armor Class 14 (tattered robes infused with dark blessings)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR 10 (+0)
DEX 14 (+2)
CON 14 (+2)
INT 12 (+1)
WIS 16 (+3)
CHA 15 (+2)
Saving Throws Wis +6, Con +5
Skills Medicine +6, Religion +4, Stealth +5
Damage Resistances poison, necrotic
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Common, Deep Speech, Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
Aura of Revulsion.
Creatures of the priest’s choice that start their turn within 10 feet must succeed on a DC 14 Wisdom saving throw or be frightened until the start of their next turn. Creatures that succeed are immune to this effect for 24 hours.
Servant of Decay.
The priest ignores difficult terrain created by rot, mold, fungus, swarms of vermin, or corpses.
Vermin Whisperer.
As a bonus action, the priest can command a beast or swarm of CR 1 or lower composed of insects, rats, or similar vermin within 60 ft. The creature can immediately move up to its speed or make one attack.
Dark Sustenance.
When the priest reduces a creature to 0 HP with a melee attack or spell, it regains 10 hit points.
Spellcasting
The Namiran Maw Priest is a 6th‑level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It requires no material components.
Cantrips (at will):
infestation, spare the dying, thaumaturgy, toll the dead
1st level (4 slots):
detect poison and disease, ray of sickness, bane
2nd level (3 slots):
blindness/deafness, gentle repose, web
3rd level (3 slots):
animate dead, bestow curse, stinking cloud
Actions
Rot-Touched Claw.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.
Vermin Swarm Conjuration (Recharge 5–6).
The priest summons a Swarm of Rats or Swarm of Insects in an unoccupied space within 10 ft. The swarm acts immediately after the priest in the initiative order and remains for 1 minute or until reduced to 0 HP.
Namira’s Blessing of Filth (Recharge 6).
The priest unleashes a wave of rotting energy in a 15‑ft. radius.
Each creature in the area must make a DC 14 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much on a success.
Creatures that fail are also blinded until the end of their next turn as vermin crawl across their eyes.
Bonus Actions
Consume the Unclean.
The priest devours carrion or a piece of a corpse within reach. It gains 10 temporary hit points and has advantage on the next attack roll it makes before the end of its next turn.
Reactions
Filth Ward.
When a creature the priest can see hits it with a weapon attack, the priest imposes disadvantage on the attack by releasing a burst of noxious gas and vermin. Usable 3/day.
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