To Egyptian Gods
|Cleric 20/Wizard 15/Loremaster 5|
|Hit Dice||20d8+140 (outsider) plus 20d8+140 (Clr) plus 15d4+105 (Wiz) plus 5d4+35 (Lor) (820 hp)|
|AC||53 (+7 Dexterity, +6 divine, +19 natural, +10 deflection + Dodge trick)|
|Attacks||+5 disruption lawful heavy mace +59/+54/+49/+44 melee or spell +54 melee touch or +53 ranged touch.|
|Damage||+5 disruption lawful heavy mace 1d8+17/×2 or by spell.|
|Face/Reach||5 ft. by 5 ft./5 ft.|
|Special Attacks||Domain powers, salient divine abilities, spell-like abilities, turn undead 17/day.|
|Special Qualities||Divine immunities, DR 41/+4, fire resistance 26, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 6 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (canines), lore +16, loremaster secrets (Dodge trick, one feat, bonus 2nd-level spell), SR 38, divine aura (600 ft., DC 26).|
|Saves||Fort +45, Ref +45, Will +56.|
|Abilities||Strength 26, Dexterity 25, Constitution 25, Intelligence 32, Wisdom 43, Charisma 30.|
|Skills||Alchemy +67, Concentration +73, Decipher Script +47, Diplomacy +48, Heal +64, Knowledge (arcana) +79, Knowledge (history) +57, Knowledge (nature) +57, Knowledge (nobility and royalty) +57, Knowledge (the planes) +57, Knowledge (religion) +77, Knowledge (undead) +77, Listen +54, Profession (herbalist) +62, Profession (scribe) +62, Scry +77, Search +27, Sense Motive +42, Spellcraft +77, Spot +54, Use Magic Device +36.|
|Feats||Alertness, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Divine Might, Divine Vengeance, Empower Spell, Enlarge Spell, Extend Spell, Extra Turning, Greater Spell Penetration, Heighten Spell, Iron Will, Maximize Spell, Persistent spell, Power Attack, Quicken Spell, Reach Spell, Sacred Spell, Scribe Scroll, Skill Focus (Knowledge [arcana]), Silent Spell, Spell Mastery, Spell Penetration, Still Spell.|
|Divine Immunities||Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.|
|Salient Divine Abilities||Alter Form, Alter Size, Animate Temple Guardian, Arcane Mastery, Gift of Life, Guide to Souls, Life and Death, Shift Form. Unique ability, described below.|
|Domain Powers||Cast law spells at +1 caster level; use spell completion or spell trigger devices as Wiz30; 6/day death touch (roll 20d6; if subject touched does not have at least that many hp, it dies).|
|Spell-Like Abilities||Anubis uses these abilities as a 16th level caster, except for law spells, which he uses as a 17th-level caster. The save DCs are 26 + spell level. Antimagic field, calm emotions, deathwatch, death ward, destruction, dictum, dispel chaos, dispel magic, gentle repose, hold monster, identify, imbue with spell ability, magic circle against chaos, Mordenkainens mage's disjunction, Undetectable Aura, orders wrath, protection from chaos, protection from spells,shield of law, slay living, speak with dead, Spell Resistance, spell turning, summon monster IX (law spell only), surelife, undeath to death, wail of the banshee.|
Cleric Spells/Day: 6/10/10/10/10/9/8/8/8/7;
base DC = 26 + spell level.
Wizard Spells/Day: 4/7/8/7/6/6/6/6/5/5;
base DC = 21 + spell level.
Animate Temple Guardian
(unique salient divine ability): Anubis can animate any object that is located
within a tomb that he can sense, with no limit to size. Otherwise, this ability
works like animate
Guide to Souls (unique salient divine ability): Anubis can prevent any soul from returning to its body when a cleric attempts to return the character from the dead.
Anubis possesses a true
ankh, a 1-foot-long ankh made of bright blue stone that casts a true
spell when touched to the remains of any creature. Any creature with no divine
ranks who touches a true ankh suffers the effects of an empowered, maximized
wilting spell (300 points of damage, Fort DC 32 half ).
Caster Level: 25th; Weight:
As a lesser deity, Anubis
may take 10 on any check. Anubis treats a 1 on an attack roll or saving throw
normally and not as an automatic failure. He is immortal.
Senses: Anubis can
see, hear, touch, and smell at a distance of six miles. As a standard action,
he can perceive anything within six miles of his worshipers, holy sites, objects,
or any location where one of his titles or name was spoken in the last hour.
He can extend his senses to up to five locations at once. He can block the sensing
power of deities of his rank or lower at up to two remote locations at once
for 6 hours.
Anubis automatically senses the sealing or violation of any tomb, and is aware
of all raise dead and similar spells cast on followers of a Pharaonic deity.
Automatic Actions: Anubis
can use Heal, Knowledge (arcana), Knowledge (history), Knowledge (nature), Knowledge
(nobility and royalty), Knowledge (the planes), Knowledge (religion), Knowledge
(herbalist), Profession (scribe), or Spellcraft as a free action if the DC is 20 or lower. He can perform up to five such free actions each round.
Create Magic Items: Anubis can create any magic item, as long as the items market price does not exceed 30,000 gp.
Artifacts that the Avatar
Death Mask (of Anubis)
dark, golden burial mask appears to have symbols engraved along the outer edges
that continually shift and change. The face of the mask will shift to imitate
the visage of its wearer. However, the eyes never change, as they constructed
from solid black onyx. The Death Mask has the following properties:
The wearer instantly
knows of the existence and location of any corpse or grave within 100ft.
By touching a corpse,
the wearer may receive a vision of its last
5 rounds of life.
Negative energy protection
Glimpse of the reaper*2/day.
Final reward* 2/day.
All spells are equal in effect to those cast by a 20th level cleric.
The Worlds of Mankind is owned and created by Mark John Goodwin
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