Self made picture of ancient Egyptian god Anubis. Made by Ningyou.
God of mummification, and the dead on their path through the underworld.
Anubis is an incredibly ancient god, and was the original god of the dead before Osiris.
Anubis is the son of Nephthys. Some claim his father is Set, while others say it is Osiris. Anubis is depicted as a black jackal, or as a jackal-headed man. He is considered to be the god of the dead because of the sightings of jackals prowling around tombs and is often referred to as the conductor of souls. He is the guide of the dead as they make their way through the darkness of the underworld.
As a patron of magic, folk believe he can foresee a persons destiny, so in this role he was the announcer of death. The Ancient Egyptians believe that when you die, you travel to the Hall of the Dead. Once there, Anubis weighs your heart against the feather of Maat, goddess of justice and truth. If your heart is light, you go on to Osiris; if it is heavier than the feather, then a demon devours it. Anubis is also the keeper of poisons and medicines, most used in the embalming process.
After Set murdered Osiris, Anubis embalmed the body and wrapped it in linen bandages, thus making Osiris the first mummy and preserving him so he might live again. Anubis later defended the corpse against the attacks of Set. After death, Osiris became ruler of the underworld. Anubis, as one of the most important officials, guides the deceased through the underworld into the presence of Osiris and oversees their judgment.
God of the Dead; Guide to the Underworld; Guardian of the Necropolis; Judge of the Dead
Symbol: Black jackal, Black dog
Home Plane: The Offering Fields
Alignment: Lawful neutral
Portfolio: Judgment, death
Worshipers: Guardians, embalmers, necromancers, monks
Cleric Alignments: LE, LG, LN
Domains: Repose, Balance*, Dead*
Favored Weapon: Flail
Sacred Animal: Dog, Jackal
Traditional Allies: Nephthys, Osiris
Traditional Foes: Set
Divine Artifact: Death Mask
Favored Class: Assassin, Cleric
Favored Race: Human
Benefits: Assassins and Clerics who worship Anubis may cast deathwatch at will.
Anubis appears as a male human with the head and long tail of a dog or jackal. A neat mane of straight black hair falls over his shoulders. He dresses in a white knee-length kilt, a decorative scale mail breastplate of glittering gold, and a number of bracers and armbands. He typically carries either a scepter or a true ankh. He can use his Shift Form ability to take on the form of a jackal. Anubis is the son of Osiris and Nephthys.
Anubis guides the souls of dead mortals to the halls of judgment, supervises their weighing on the scales of Maat, and protects them on their journey. In addition, he guards cemeteries from grave robbers and other defilers. Anubis helped his mother Nephthys and his aunt Isis mummify Osiris (his father), applying his knowledge of herbs and medicines. He is also a keeper of magical knowledge, particularly that related to necromancy. Despite his knowledge of necromancy, he does not condone animating or controlling undead creatures, with the exception of mummies established as tomb guardians.
Followers of Anubis practice rigorous disciplines to hone their minds and spirits, preparing themselves for the eventual journey to the afterlife. The Judge of the Dead has few devotees, but he is often worshiped at funerals, where his clerics typically officiate.
Clergy and Temples
Anubiss clerics are few and not especially popular, given their close association with funerals and the necropolis (graveyard). Not all of them perpetuate the stereotype of the gaunt, dour, intimidating morticianbut enough of them do that the stereotype remains valid. As with all Pharaonic clerics, male clerics of Anubis shave their heads while female clerics wear their hair long. They dress in white robes. Most of Anubiss clerics are male.
Anubiss temples are always located next to cemeteries and follow the general layout of most Pharaonic temples. They are funeral chapels, embalming centers, and guarded repositories of sacred and magical knowledge.
|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.
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.
damage, ability drain, acid, cold, death effects, disease, disintegration,
electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep,
stunning, transmutation, imprisonment,
Size, Animate Temple Guardian, Arcane
Mastery, Gift of Life, Guide
to Souls, Life and Death,
Shift Form. Unique ability,
|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, Mordenkainen’s mage’s disjunction, Undetectable Aura, order’s 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 objects.
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 resurrection 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 horrid wilting spell (300 points of damage, Fort DC 32 half ).
Caster Level: 25th; Weight: 12 lb.
Other Divine Powers
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.
Portfolio Sense: 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 (undead), Profession
(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 may possess:
Death Mask (of Anubis)
This 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 gains the benefit of a continual deathwatch and detect undead spell.
- 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.
- The wearer may cast the following spells at will; consecrate, gentle repose, Invisibility to Undead, sanctuary, and speak with dead.
- Negative energy protection 5/day.
- Searing light 5/day.
- Death ward 5/day.
- Antilife shell 2/day.
- Glimpse of the reaper*2/day.
- Final reward* 2/day.
All spells are equal in effect to those cast by a 20th level cleric.