Gargantuan Celestial (Gnoll, Titan), Lawful Neutral
Armor Class 25 Natural Armor
Hit Points 750 (30d20 + 300)
Speed 120 ft., Walk 60 ft.
STR
26 (+8)
DEX
10 (+0)
CON
30 (+10)
INT
26 (+8)
WIS
30 (+10)
CHA
28 (+9)
Saving Throws STR +17, DEX +9, WIS +19
Skills Animal Handling +26, Medicine +17, Perception +26, Religion +17, Stealth +17
Damage Resistances Psychic
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Blindsight, Darkvision, Truesight, Passive Perception 26
Languages Abyssal, Blink Dog, Celestial, Common, Gnoll, Primordial, Sphinx, Telepathy, Undercommon, Winter Wolf
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Discorporation. When Anubis drops to 0 hit points or dies, his body is destroyed, but his essence travels back to his domain in Duat, and he is unable to take physical form for a time.

Innate Spellcasting (3/Day). Anubis can innately cast Abi-Dalzim's Horrid Wilting (Spell Save DC 26) (For spells that require it). His spellcasting ability is Wisdom.

Legendary Resistance (5/Day). If Anubis fails a Saving Throw, he can choose to succeed instead.

Limited Magic Immunity. Unless he wishes to be affected, Anubis is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Anubisweapon attacks are magical.

Multiple Reactions. Anubis can take one reaction per turn, rather than only one per round. He also has advantage on saving throws against being knocked unconscious. If he fails a saving throw against an effect that would stun a creature, one of his unspent Legendary Actions is spent.

Regeneration. Anubis regains 30 Hit Points at the start of his turn.

 

Actions

Change Shape (1/Day). Anubis magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than his own, or back into his true form. When Anubis drops to 0 hit points or dies, his body is destroyed, but his essence travels back to his domain in Duat, and he is unable to take physical form for a time. Any equipment he is wearing or carrying is absorbed or borne by the new form (Anubis’ choice). In a new form, Anubis retains his Ability Scores, Alignment, Hit Points, Hit Dice, Innate Spellcasting, Legendary Resistance, Limited Magical Immunity, ability to speak, Senses, Proficiencies, as well as this Action, but his AC, movement modes, and other Actions and Legendary Actions are replaced by those of the new form, and Anubis gains any statistics and capabilities (except Class Features, Legendary Actions, and Lair Actions) that the new form has but that Anubis lacks.

Multiattack. Anubis can use his Frightful Presence. He then makes three attacks: two with his claws, and one with his bite.

Claw. Melee Weapon Attack: +19 to Hit, Reach 15ft., one target. Hit: 24 (4d6 +10) Slashing Damage

Bite. Melee Weapon Attack: +19 to Hit, Reach 25ft., one target. Hit: 28 (4d8 +10) Piercing Damage

Frightful Presence. Each creature of Anubis’ choice that is within 240 feet of <Anubis - Jackal God of Death> and aware of him must succeed on a DC 26 Wisdom Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to Anubis' Frightful Presence for the next 24 hours.

Reactions

Reaction Name. 

Attack of Opportunity.

Fade Away

Immediately after Anubis takes damage, he can use a reaction to magically become invisible until the end of his next turn or until he attacks, deal damage, or force someone to make a saving throw. Once he uses this ability, he can’t do so again until he returns to the true Plane of Duat.

 
Legendary Actions

Anubis - Jackal God of Death can take 5 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time, and only at the end of another creature’s turn. <Anubis - Jackal God of Death> regains spent Legendary Actions at the start of <his or her> turn.

Anubis Legendary Action options are associated with Shepherd's Staff of Anubis  Once Anubis chooses a Legendary Action option for one of Shepherd's Staff of Anubis, he can’t choose another one associated with that Shepherd's Staff of Anubis until the start of her next turn.

Shepherd's Staff of Anubis. Melee Weapon Attack: +19 to Hit, Reach 20ft., one target. Hit: 32 (4d10 +10) <Bludgeoning> Damage plus 14 (4d6) Necrotic Damage

Call of the Veil: Necromancy (Costs 2 Actions). Shepherd's Staff of Anubis emits a Wave of Necrotic Energy in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 27 Constitution Saving Throw, taking 67 (15d8) Necrotic Damage on a failed save, or half as much damage on a successful one.

Mummification: <Poison> (Costs 2 Actions). Shepherd's Staff of Anubis emits Embalming Fluid in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 27 <Dexterity> Saving Throw, taking 88 (16d10) Poison Damage on a failed save, or half as much damage on a successful one.

Howl of Anubis: Psychic (Costs 2 Actions). Shepherd's Staff of Anubis emits a Psychic Scream in a 90 foot cone. Each creature in that area must make a DC 27 Constitution Saving Throw, taking 77 (22d6) <Psychic> Damage on a failed save, or half as much damage on a successful one.

Soul Reap: Charmed (Costs 2 Actions). Shepherd's Staff of Anubis emits a hypnotic rhythm to Creatures under Half Max Health in a 90 foot cone. Each creature in that area must make a DC 27 Charisma Saving Throw, taking 91 (26d6) Psychic Damage on a failed save, or half as much damage on a successful one. And are charmed for the next turn, as a reaction they must use their reaction to move their full movement toward Anubis, and regain consciousness.

Scythe of Anubis - Sanguine Slash: Melee Damage type changes to Slashing for this Turn (Costs 2 Actions). Shepherd's Staff of Anubis emits A swipe of a long curved blade in a 90 foot cone. Each creature in that area must make a DC 27 Dexterity Saving Throw, taking 72 (16d8) Slashing Damage on a failed save, or half as much damage on a successful one.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs 3 Actions). Upon a mythic state, The Shepherd's Staff of Anubis splits into two kamas that Anubis will use during multiattack (3 attacks): Melee Weapon Attack: +19 to Hit, Reach 15ft., one target. Hit: 24 (4d6 +10) Slashing Damage plus14 (4d6) Necrotic Damage

The split of the Shepherd's Staff of Anubis summons (2) Two-headed Cerberus and (1) Underworld Cerberus within 20 ft of Anubis.

Description

Anubis

Egyptian god of death, mummification, embalming, tombs, and cemeteries

Anubis (Egyptian: Anup, Yinepu, or Anpu) was the original King of the Dead until he changed roles and Osiris became King of the Underworld in his place. Due to this, Anubis was placed into the myth where his mother is Nephthys and father is Osiris; though originally, his parents were said to be Ra and Hesat. Because  of him being born by Nephthys, Anubis was raised by Isis in order for him and his mother to be protected from Set, who was enraged by Nephthys’ act of adultery against him. When Osiris became the new King of the Underworld, Anubis evolved to be more of a guardian and a psychopomp (one who guides spirits to the Underworld). Anubis is said to have fathered the goddess Qebhet with his wife Anput (Anubis’ feminine counterpart). He is most often depicted as a man with the head of a black Egyptian hound, holding an ankh and a flail (an agricultural tool of a shepherd), or in the complete form of an Egyptian hound. The colour black is significant due to it being associated with rebirth in Ancient Egypt.

The Journey through Duat: Anubis is the god who guards the gateway to Duat (the Underworld) and is one of the deities to assist in judging souls in the Hall of Ma’at, making certain that no one wicked can pass on. It is said that once a mummy was sealed up, Anubis would come with the god Wepwawet and the two of them would guide the soul of the deceased towards the Hall of Ma’at, where they would be judged. While the soul waits for their turn, Qebhet, goddess of cool waters and the daughter of Anubis, is said to come and attend to them. She would be joined by other goddesses such as Nephthys and Serqet, who all comfort and provide for the deceased person. 

Once it is their turn, the soul then comes before the fourty-two judges and has to recite the Negative Confessions, claiming to be free or guilty of certain sins (which would change depending on the person). The spirit’s heart would then be placed upon the golden Scales of Truth to be weighed against a feather of Ma’at, the goddess of truth and justice. If the heart was heavier than the feather, the spirit would be given the chance to justify any of their misdeeds, then the judges would deem whether the spirit should be allowed to move on. Anubis is then the one to guide the pure towards the paradise of The Field of Reeds, while the souls of the wicked would have their heart devoured by the goddess Ammit, causing them to be unable to move on and would then be subject to severe punishments.

Other roles: Anubis was also thought to be the inventor and guardian of mummification; watching over the embalming process of every mummy and granting permission to the priests who cut open the bodies. In the myth of Osiris’ death and resurrection, he can be seen assisting Isis and Nephthys in rebuilding and preserving the corpse of Osiris until he could be revived. He is also seen as the god of lost souls, including orphans, and is the one to help guide them towards peace since he is the “shepherd of the dead”. Another role of this god is to watch over the resting places of the dead, punishing anyone who would dare desecrate the area. Thus, Anubis earned the epithet “He Who is Upon the Mountain”, as he was believed to protect the graves and tombs from high above where he could see all. Images of Anubis would be stamped on many of the seals to tombs in the Valley of the Kings, symbolizing the protection of Anubis against raiders and ill-wishers upon the dead. He was even known as the god who had knowledge of the mysteries of the afterlife, including the secrets of magic.  

Personal experiences: Anubis is one of the most noble gods I have ever had the honour to meet. He is deeply compassionate, just, diligent, protective, and patient; among the finest of the Netjeru. He is also quite serious and withdrawn, and does not like stupidity or most jokes. Despite what Egyptologists have assumed, Anubis states that he does not actually take the form of a jackal, but of a black Egyptian hound. This is because he guards the dead with stern protection, whereas jackals eat the dead (and he doesn’t look like a jackal at all either). Anubis is also one of the deities who strongly values their own evolution, so he travels through the dark in order to seek the light, and gradually changes for betterment. For this reason, he had stepped down from being the king of the Egyptian Underworld in order to evolve under a different role. It is true that he is the son of Osiris and Nephthys when these two gods had an affair; though despite this, Isis adores Anubis and does not hold anything negative towards him. The goddess Ma’at also claims Anubis to be one of the most wonderful souls in existence due to his noble and generous nature. In addition, Anubis is to be treated with great respect (as all deities should) so do not call him anything insulting or refer to him as a dog, as this can invoke his wrath. 

Offerings: red dry wine, rum, apple juice, coffee (mochas, Ethiopian), hot chocolate, rye bread, rhubarb, red grapes, figs, lemons, limes, parsley, cooked chicken, curry, hummus, olive oil, dark chocolate, almonds, pinecones, beetroots, aubergines, ivy, chrysanthemum, amaranth, henbane, obsidian, black onyx, smokey quartz, tigers eye, jet, cat skulls, wild dog skulls, bones, fossils, papyrus, linen, leather-bound books, balancing scales, cedar essential oil, bronze incense burners, smyrna resin, black olibanum incense, oud incense, statues of Anubis

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the Anubis - Jackal God of Death takes a lair action to cause one of the following effects; the Anubis can’t use the same effect two rounds in a row:

  • Sand at the feet of creatures on the ground pulls those closer to Anubis - Jackal God of Death by half their movement speed, Constitution Saving Throw DC 20.
  • Strips of Mummification cloth reach out to grasp and restrain all creatures in the lair,  Dexterity Saving Throw DC 20. Making the surface difficult terrain.

Regional Effects

The region containing a legendary Anubis’ lair is an illusory Plane of Duat, which creates one or more of the following effects:

  • Sand becomes sentient and flows like water under a tide within a 6 mile radius, currents of the sand lead toward Anubis - Jackal God of Death's Lair.
  • Undead within a 6 mile radius, of Anubis' Lair become incapacitated Wisdom Save DC 26.

If the Anubis dies, these effects fade over the course of 10d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
6/18/2021 6:15:37 AM
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1
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Monster Tags: TitanGnoll

Habitat: DesertUnderdark

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