Anubal Warden (3.5e Creature)

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Anubal Warden Greater Anubal Warden
Size/Type: Medium Outsider Medium Outsider
Hit Dice: 6d8+12 (39 hp) 10d8+20 (65 hp)
Initiative: +6 +7
Speed: 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +6/+6 +10/+10
Attack: Kukri +6 melee (1d4/18-20) +1 thundering kukri +11 melee (1d4+1/18-20)
Full Attack: Kukri +6/+1 melee (1d4/18-20) +1 thundering kukri +11/+6 melee (1d4+1/18-20)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Spell-like abilities Spell-like abilities
Special Qualities: Darkvision 60 ft., lifesense 60 ft. Darkvision 60 ft., lifesense 60 ft.
Saves: Fort +7, Ref +7, Will +8 Fort +9, Ref +10, Will +11
Abilities: Str 10, Dex 15, Con 14, Int 16, Wis 16, Cha 16 Str 10, Dex 16, Con 14, Int 16, Wis 18, Cha 19
Skills: Appraise +12, Concentration +11, Diplomacy +12, Handle Animal +12, Heal +13, Knowledge (arcana) +12, Knowledge (religion) +12, Listen +13, Profession (mortician) +13, Sense Motive +13, Spellcraft +12, Spot +13 Appraise +16, Concentration +15, Diplomacy +17, Handle Animal +17, Heal +18, Knowledge (arcana) +16, Knowledge (religion) +16, Listen +18, Profession (mortician) +18, Sense Motive +18, Spellcraft +16, Spot +18
Feats: Dodge, Improved Initiative, Spell Penetration Dodge, Greater Spell Penetration, Improved Initiative, Spell Penetration
Environment: Any Any
Organization: Solitary, party (1-2 plus 2-4 giant jackals) or funeral host (2-3 plus 1-2 anubal hounds plus 5-8 giant jackals) Solitary, party (1 plus 1-2 anubal hounds) or mausoleum guard (1 plus 2-4 mummies plus 9-12 giant jackals)
Challenge Rating: 4 8
Treasure: Standard Standard
Alignment: Usually lawful neutral Usually lawful neutral
Advancement: By character class By character class
Level Adjustment: +4 +6


anubis_by_airaf.jpg
No one has mastered mummification
like the anubal wardens.

The jewelery and gold the owner of this tomb was buried with blinds your eyes as you rummage through the dusty crypt. You almost miss the shadow that approaches you from behind, and as you turn just before it reaches you, you yell in surprise. A jackal-headed man with skin like ebony stares you down, arms crossed on its breast. It seems to demand explanation for the intrusion.

Anubal wardens are master mummifiers and keepers of graves, crypts and necropolises in their native arid lands. They are most commonly met in desert lands, but are occasionally met in other lands. Roughly humanoid in form, an anubal warden differs from humans with its pitch-black skin and its jackal head. Legends speak of anubal wardens from other lands with different types of heads, depending on what animal is associated with death there. Anubal wardens command great power over life and death, and are venerated by those who mummify their dead.

Combat[edit]

Most anubal wardens wield a corpse-handling tool that in battle functions similar to a kukri, but rarely use it, since they have a much more dangerous attack: their touch. They destroy those who attack them or their crypts with inflict light wounds, reducing their hit points until a death knell can finish them. Anubal wardens can also use their powers in the other direction, and are spectacular healers. Often fighting with the wardens are their construct servants, the anubal hounds.

Spell-Like Abilities (Sp): At will—cure light wounds, death knell (DC 16), inflict light wounds (DC 15); 1/day—cause fear (DC 15), mass cure light wounds, mass inflict light wounds (DC 19). Caster level 6th. The save DCs are Charisma-based and include a +1 racial bonus.

Lifesense (Su): An anubal warden notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Greater Anubal Warden[edit]

Some anubal wardens are ancient enough to command great respect among their own kind, and look after great necropolises among the desert sands.

Spell-Like Abilities (Sp): At will—cure moderate wounds, death knell (DC 17), inflict moderate wounds (DC 17); 3/day—cause fear (DC 16); 1/day—death ward, mass cure moderate wounds, mass inflict moderate wounds (DC 21). Caster level 10th. The save DCs are Charisma-based and include a +1 racial bonus.


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