Large Fiend, Lawful Evil
Armor Class 19 Magical Plate
Hit Points 410 (22d10 + 289)
Speed 40 ft.
STR
16 (+3)
DEX
21 (+5)
CON
24 (+7)
INT
20 (+5)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws INT +12, WIS +14
Skills Insight +11, Perception +14, Religion +12
Damage Resistances Necrotic, Psychic, Radiant; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Condition Immunities Charmed, Frightened, Stunned, Unconscious
Senses Truesight 40 ft., Passive Perception 23
Languages All
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/day). If Anubis fails a saving throw, he can choose to succeed instead.

Spellcasting. Anubis is a 16-level spellcaster. His spellcasting ability is wisdom (spell save DC 22, +12 to hit with spell attacks). Anubis has following sorcerer spells prepared:
Cantrips (at will): message, mold earth, true strike
1st level (5 slots): Comprehend Languages, Shield, Disguise Self
2nd level (4 slots): Hold Person, Suggestion
3rd level (4 slots): Erupting Earth, Fireball
4th level (3 slots): Banishment, Polymorph
5th level (2 slots): Insect Plague, Creation
6th level (1 slot): Sunbeam
7th level (1 slot): Fire storm
8th level (1 slot): Power Word Stun

Fury of the fallen. When Anubis drops below half of his total hit points, or through other of his actions or traits, he becomes furious. When furious, Anubis is unable to cast spells, but can use an additional Divine Blast on his actions and deals 67 (4d20 + 25) additional fire damage with all damaging attacks or spells. When first switching to beeing furious, he forces all hostile creatures in line of sight to make a wisdom save (DC:21) or become frightend for the next minute.

Actions

Multiattack. Anubis hurls two Divine Blasts and makes a Bite attack. He can choose to swap one of the three with a spellcast.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 117 (10d8 + 72) piercing damage. 

Divine Blast. Ranged Weapon Attack: +11 to hit, range 90/200 ft., 2 targets. Hit: 67 (6d8 + 40) radiant damage.

Last Light (Recharge 5-6). Forces all hostile creatures in 80 ft. range to make a wisdom save (DC:21). Targets take 197 (14d20 + 50) fire damage and are blinded for three minutes. Targets making the save only take half damage and are not blinded.

The Star, The Hateful (1/day). Anubis creates the Avatar of one of his fallen brothers and sisters. The Avatar is a Huge Celestial, has 169 (10d20 + 64) hit points, and is able to use two divine blasts on their action or cast a spell from Anubis spell list. If the Avatar dies, Anubis becomes furious for his next three turns.

Bonus Actions

Build Fury. Anubis grants himself a stack of Rage. At four stacks, he becomes furious for the current round.

Build Resistence. Anubis grants himself +3 to AC until his next turn.

Build Antimagic. Anubis grants himelf advantage on his next saving throw.

Reactions

Fallen God. When Anubis is hit by radiant damage, he can choose to deal all damage he takes to the attacker as necrotic damage.

Awaken the Inner. When four attacks or spells in a row deal damage to Anubis, he becomes furious for his next turn.

Legendary Actions

Anubis can take 3 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 regains spent legendary actions at the start of its turn.

Blast Attack. Anubis uses one Divine Blast.

Last Eternally (Costs 2 Actions). Anubis heals himself for 36 (8d8) HP.

The Weakest Links. (Costs 3 Actions). Anubis speaks a word of power. Every creature below 20 HP hearing him has to make a constitution save (DC:25) or drops to 0 HP.

Description

Once a wise and respected god, Anubis has fallen into the dephts of the Infernal Plain after heavens palace had been overtake by the new gods. Scince then, an uncontrolable rage and madness had cursed anubis and he began slaughtering everything in his path, but without ever loosing his eternal wisdom.

Lair and Lair Actions

Anubis layer represents a giant library made from black stone, with most of the books burning or reduced to ashes. The library contains many corrupted demi-gods, trying to regain their mind by reading in the destroyed books.

Lair Actions

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

  • Anubis uses his old powers to summon two undead creatures with a CR equal to or below three.
  • Anubis senses the future, granting him advantage to his next attack roll.
  • Anubis remembers the death of his godly allies, forcing one target to make a DC 15 charisma save or warping them to the godly palace on the celestial plain. To escape, they need to make a DC 17 charisma check as an action. If the check succeeds, they reappear at their original position.

Regional Effects

The region containing Anubis’ lair is the Madness Library, which creates one or more of the following effects (Roll 3d12):

  • 1: All creatures inside the library are slowed by 10 ft.
  • 2: All books in the library become edible and start smelling after famous dishes. Eating one restores 5d6 + twice your constitution modefier HP.
  • 3: After each hour spend in the library, roll one short term madness effect on the short term madness table.
  • 4: Every time a creature attacks in the library, roll a d20 and subtract the number from the creatures attack roll.
  • 5: All creatures inside the library have disadvantage on saving throws.
  • 6: Every time, a creature deals damage, they heal for 1d8 HP.
  • 7: Casting a spell activates a random same-level-spell from the casters known spells. The spell is cast with the closest creature as target.
  • 8: Touching a book causes it to explode, dealing 3d6 fire damage to all creatures in the area.
  • 9: When anything moves underneath one of the bookshelfs, roll a d20. On a 1, the bookshelf drops down, dealing 4d8 bludgeoning damage.
  • 10: Any creature standing still for more then 1 minute causes large spikes to errupt from them, dealing 5d8 piercing damage to all creatures in a 20 ft. radius.
  • 11: When exiting the library, roll one long term madness on the long term madness table.
  • 12: Nothing

These effects occure everywhere exept for the scholar hall, where the fight against Anubis takes place.

If Anubis dies, these effects fade over the course of 2d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/22/2022 7:03:02 AM
9
1
5e
Coming Soon
ToastedTaro

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