Earth Mother, Lifebringer, Guardian of Nature

Born from the earth, Mutarin is the overseer and guardian of the world and the living embodiment of nature. Mutarin was the second god to awaken after Diben Maraud. She became his consort and bore him the twins Kielmun and Tasath. Soon after, he left to explore the planes.

During Diben Maraud’s absence, a war began amongst the remaining gods. Horrified by the destruction, Mutarin called to Diben Maraud across the planes. Eventually, Diben Maraud heard her call and returned to end the war and chastise the other gods.

Mutarin regards all living things as her children. Because of this deep affection, even evil creatures show her respect and adoration. To her, the world's intelligent races are a part of the natural order. She sometimes acts as a mediator between mortals and gods.

Mutarin appears as a woman dressed in flowing robes of green. When looked at closely, it becomes apparent that her raiment is composed of living plants. She manifests in several different forms: human, elf, and various plant and animal forms. However, she is particularly fond of assuming the guise of an elf maiden, with a golden unicorn as her steed. Mutarin carries the Emerald Staff, a Staff of All Four Elements.

Mutarin is always protected and accompanied by four immense elementals, one for each element.


Greater Deity (19)
Symbol: Mistletoe or an oak tree
Alignment: Neutral
Portfolio: Nature, plants, animals, elemental forces
Worshippers: Druids, rangers, hunters, farmers, woodcutters, elves, half-elves, gnomes, halflings
Cleric Alignments: LN, NG, N, NE, CN
Domains: Air, Animal, Earth, Fire, Plant, Water
Favored Weapon: Wooden Quarterstaff
The World
21. The World by Chris L

Completion, Wholeness


Mutarin 3E Statistics


Druid 30/Cleric 20
Medium Outsider
Divine Rank: 19
Hit Dice: 20d8+220 (outsider) plus 30d8+330 (Druid) plus 20d8+220 (Cleric) plus (1330 hp)
Initiative: +7 (+7 Dex)
Speed: 60 ft.
AC: 84 (+7 Dex, +19 divine, +32 natural, +16 deflection)
Attacks*: +5 flaming burst freezing burst shocking burst thundering quarterstaff/+5 flaming burst freezing burst shocking burst thundering quarterstaff, Melee: (+71/+66/+61/+56), Ranged: (+71/+66/+61/+56) *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: *Always does maximum damage 
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities. Special Qualities: Divine immunities, DR 54/+4, fire resistance 39, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 19 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 51, divine aura (19 miles, DC 45).
Saves*: Fort +#, Ref +#, Will +#. *Always receives a 20 on saves.
Abilities: Str 24, Dex 24, Con 33, Int 24, Wis 49, Cha 43
Skills*: *Always receives a 20 on checks.
Divine Immunities: Ability damage, ability drain, acid, banishment, cold, death effects, disease, disintegration, electricity, energy drain, imprisonment, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Call Creatures (Animals & Plants), Clearsight, Command Plants, Control Creatures (Animals & Plants), Divine Druid, Divine Earth Mastery, Divine Inspiration (Love & Desire), Divine Shield, Extra Domain (Air), Extra Domain (Fire), Extra Domain (Water), Gift of Life, Grow Creature, Life & Death, Mass Life & Death, Mind of the Beast, Power of Nature, Shapechange, Speak With Creatures (Animals & Plants), True Shapechange Domain Powers: Cha bonus+3/day, turn or destroy earth creatures, or rebuke or command air creatures. DR/day use animal friendship. Knowledge (Nature) is a class skill. Cha bonus+3/day, turn or destroy air creatures, or rebuke or command earth creatures. Cha bonus+3/day, turn or destroy water creatures, or rebuke or command fire creatures. Cha bonus+3/day, rebuke or command plant creatures. Cha bonus+3/day, turn or destroy fire creatures, or rebuke or command water creatures. Spell-Like Abilities: Mutarin uses these abilities as a 29-level caster. The save DCs are 45+spell level. Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Elemental Swarm (air only) Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange Magic Stone, Soften Earth and Stone, Stone Shape, Spike Stones, Wall of Stone, Stoneskin, Earthquake, Iron Body, Elemental Swarm (earth only) Burning Hands, Produce Flame, Resist Elements (cold or fire only), Wall of Fire, Fire Shield, Fire Seeds, Fire Storm, Incendiary Cloud, Elemental Swarm (fire only) Entangle, Barkskin, Plant Growth, Control Plants, Wall of Thorns, Repel Wood, Changestaff, Command Plants, Shambler Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm (water only)  

Other Divine Powers

As a greater deity, Mutarin automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.   Senses: Mutarin can see, hear, touch, and smell at a distance of 19 miles. As a standard action, he can perceive anything within 19 miles of his worshippers, holy sites, objects, or any location where one of his titles or names was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing powers of deities of his rank or lower at up to two remote locations at once for 19 hours. Portfolio Sense: Mutarin senses anything that affects nature 19 weeks before it happens and retains the sensation for 19 weeks after the event occurs. Any plant or animal can be the focus for Mutarin's remote sense and remote communication power. Automatic Actions: Mutarin can use Animal Empathy, Knowledge (arcana), Knowledge (nature), Knowledge (religion), or Wilderness Lore 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: Mutarin can create any item that controls plants, animals, elementals, or the weather, as well as items that protect the user from the elements. No maximum (including artifact).

Cover image: World of Wizard's Peak Generic Header by Gillian Galang
Character Portrait image: by Chris L


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