Large Celestial, Lawful Neutral
Armor Class 23 Magical
Hit Points 896 (52d20 + 48)
Speed 60 ft., Climb 35 ft., Swim 20 ft.
STR
24 (+7)
DEX
29 (+9)
CON
21 (+5)
INT
30 (+10)
WIS
30 (+10)
CHA
14 (+2)
Saving Throws DEX +18, INT +19, WIS +19
Skills Perception +20, Stealth +18
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Incapacitated, Petrified
Senses Darkvision, Passive Perception 20
Languages Blink Dog, Celestial, Common, Telepathy
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 the Underworld, and he is unable to take physical form for a time.

Innate Spellcasting (3/Day). Anubis can innately cast Finger of Death

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. Anubis’s weapon 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.

Keen Hearing and Smell. Anubis has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Change Shape (1/Day). Anubis magically polymorphs into a Jackal 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 the Underworld, 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’s 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 Khopesh, and one with his Foot.

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

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

Bite. Melee Weapon Attack: +16 to hit, Reach 10ft, one target. Hit: 12 (4d4 + 5) Poison Damage

Frightful Presence. Each creature of Anubis’s choice that is within 240 feet of Anubis 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’s Frightful Presence for the next 24 hours.

Reactions

Egyptian Fury. When Anubis's health hits 25% (224) it activates his Egyptian Fury. His intelligence decreases to 6, but when this happens all of Anubis's rolls gets an extra 3d8 roll added.

Legendary Actions

Anubis 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 regains spent Legendary Actions at the start of his turn.

Anubis’s Legendary Action options are associated with the undead . Once Anubis chooses a Legendary Action, he can’t choose another one until the start of his next turn.

Khopesh. Melee Weapon Attack: +19 to Hit, Reach 10ft., one target. Hit: 32 (4d10 +10) Slashing

Call of the Undead: (Costs 2 Actions).From Anubis’s hand emits a glowing darkness in a 120 foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity Saving Throw, taking 67 (15d8) Necrotic Damage on a failed save, or half as much damage on a successful one.

Judgment:(Costs 2 Actions). Anubis’s Khopesh emits a sparking, white and black cone in a 120 foot line that is 20 feet wide. Each creature in that line must make a DC 15 Constitution Saving Throw, taking 88 (16d10) Necrotic Damage on a failed save, or on a successful one, creature regains full health.

Devour the Heart: (Costs 2 Actions). From Anubis’s mouth emits a glowing white Beam in a 90 foot cone. Each creature in that area must make a DC 21 Strength Saving Throw, taking 77 (22d6) Psychic Damage on a failed save, on a successful one, creature is passed out for 2 turns.

Description

Anubis looks like a man with a jackal head wearing Egyptian style clothing. wearing a  shendyt and nothing on top.

Lair and Lair Actions

 

Lair Actions

On initiative count 15, Anubis takes a lair action to cause one of the following effects; Anubis can’t use the same effect two rounds in a row:

  • A pyramid in the middle of a sandy desert.
  • In the Underworld at the Gate of Osiris.

Regional Effects

The region containing a Anubis’s lair is present in the mortal realm, it creates one or more of the following effects:

  • Region with Anubis's lair slowly starts turning into a desert.
  • People in this region when they die will emit a bright golden light from their eyes and mouth before passing

If Anubis dies, these effects fade over the course of 12d20 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/13/2019 11:21:29 PM
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2/13/2019 11:23:17 PM
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Habitat: DesertUnderdark

VincenteOrullio

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