Medium Humanoid, Lawful Neutral
Armor Class 100 natural
Hit Points 900 (1d20 + 100)
Speed 100 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Skills History +30, Insight +4, Persuasion +5
Damage Immunities Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Metal Weapons; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered, Petrified (Aberrant Armor Only); Bludgeoning, Piercing, and Slashing that is Nonmagical
Senses Blindsight Throughout his entire dimensional plane, Darkvision Throughout his entire dimensional plane, Tremorsense Throughout his entire dimensional plane, Truesight Throughout his entire dimensional plane, Passive Perception 900
Languages Common, Sphinx, Undercommon All
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits
Feature: Shelter of the Faithful

As an acolyte, he commands the respect of those who share his faith, and he can perform the religious ceremonies of his deity. He and his adventuring companions can expect to receive free healing and care at his temple, shrine, or other established presence of his faith, though you must provide any material components needed for spells. Those who share his religion will support you (but only you) with a modest lifestyle.

He also has ties to a specific temple dedicated to him, and you have a residence there. His temple will be open if you remain on good terms with it or a temple where you have found a new home. While near his temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

 

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(Trades are completely up to the DM, Anubis will only trade for large amounts of gold, silver, bones, and souls.)

Anubis can make worshipers proficient with Glaives, Scythes, Scimitars, Whips, and Daggers.  Anubis can add damage types to the 5 proficient weapons, Piercing, Necrotic, Poison, And Slashing. Anubis can also give the 5 proficient weapons Finesse and Reach. (Price is determined by GM)

 

Actions

Underworld Resurrection: He can bring back a dead party member, (As long as the following criteria are met: Rank 10 Standing, 30+ INT, 30+CON, 30+WIS, and 1000 gold.), He can bring them back as a skeleton at first, they'll gain muscles after day 1, nervous system after day 2, circulatory after day 3, skin after day 4, and all of their organs on day 5. The party will be cursed with permanent level 5 exhaustion(except for the resurrected), the exhaustion will deteriorate by 1 every day that passes, and the curse lifts once reaching level 0 exhaustion from day 5. The whole party will permanently suffer from Cursed cost on day 5.

Cursed Cost:  After the first resurrection, all party members become vulnerable to necrotic damage regardless of if they're resistant or immune to it.   Every resurrection that comes after will change an immunity to a resistance until there are no immunities left, resistances will become vulnerabilities with each resurrection once all immunities are gone.

Rejuvenation Of The Other Side: Anubis will conjure souls from the underworld to heal your party(Once reaching rank 5 standing), The whole party will be healed 25% health and be rid of all conditions that aren't permanent

Reactions

Tempting The God Of The Dead: Attempting to attack Anubis will instantly kill the attacker.

Description

Anubis is completely immune to all forms of damage and true damage. 

Lair and Lair Actions

Anubis lives in a temple that will only be accessible to those who pass the trial using the following spells: Plane Shift, Dimension Door, And Astral Projection. 

  • Use Plane Shift to enter the UnderRealm
  • Use Dimension Door to open a door to his temple, (The door will be placed 250ft away and you must use Astral Projection to walk to it...or you die)
  • Use Astral Projection and walk to the door (astral projection has a 250ft range on this plane, astral projection is limited to walking and cannot traverse portals within the plane.) The projection will end once you've entered the door, and your physical body will be transported to his temple. 
  • Anything can happen that the GM decides to happen within the 250ft distance, as long as it only tries to cut the astral cord, and can be beaten in a skill check.
  • You will then be able to travel to the temple and back to your original plane freely once you've passed the trial.

 

Monster Tags: NPC

Habitat: Desert

Brickpile