Anubis guard
Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
anubis guard H | |
---|---|
HP | 37-68 |
HD | 9 |
XP | 639 |
Speed | 10 |
AC | 3 |
EV | 13 |
Will | 40 |
Attack1 | 30 (hit: plain) |
Attack2 | 20 (bite: drain experience)
|
Resistances | rN+++, rTorm |
Vulnerabilities | Holy |
Habitat | Land |
Intelligence | Normal |
Uses | Weapons & armour Starting equipment Open doors |
Holiness | Natural |
Size | Medium |
Type | anubis guard, anubis guard |
Flags | Fighter Evil See invisible Warm-blooded |
A jackal-headed humanoid charged with preventing trespassers from defiling sacred burial grounds and with keeping unruly denizens therein under control. They are conditioned to be insensitive to extreme amounts of pain, and can alert their brethren to an intruder's whereabouts with their howling cries. |
Contents
Useful Info
Anubis guards were humanoid defenders who tirelessly defend their mummy masters. Physically speaking, they hit rather hard, but were not particularly durable. However, they came with spells allowing them to seriously damage the undead and the unprotected living, and they could alert other monsters on the floor to your presence. Also, in spite of their living nature, they were immune to all sources of draining and torment. They could be found in the Tomb.
Spells
Spell set | ||
---|---|---|
Slot1 | Hunting Cry | Natural flag, No silent flag |
Slot2 | Bolt of Draining (3d17) | Natural flag, Breath flag |
Slot3 | Dispel Undead (3d16) | Priest flag |
Tips & Tricks
- Undead characters in the Tomb may have an easy time in many regards, but not against Anubis guards. Their Dispel Undead ignores all resistance and defensive traits, dealing anywhere from 3 to 48 damage per shot. You can disable this spell by either silencing them or sending a summoned creature out to block its line of effect, but as a priest spell, antimagic weapons do not affect it.
- If you're playing a living character, and you're in the Tomb, there's a good chance that you already have rN+++. If so, these foes are weaker than orc knights with bad armour. If not, strongly consider leaving now; the Tomb is no place to wander in unprepared.
History
Categories:
- Obsolete articles
- Hit type
- Plain flavour
- Bite type
- Drain experience flavour
- Negative energy resistance
- Negative energy 3
- Torment resistance
- Holy vulnerability
- Normal intelligence
- Weapons armour
- Starting equipment
- Open doors
- Natural holiness
- Medium monsters
- Fighter
- Evil
- Evil monsters
- See invisible
- Warm-blooded
- Monsters
- Spellcaster