Anubis guard

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Revision as of 15:04, 18 April 2015 by MoogleDan (talk | contribs) (Tips & Tricks)
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Version 0.16: This article may not be up to date for the latest stable release of Crawl.
anubis guard HAnubis guard.png
HP 37-68
HD 9
XP 643
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 Evil
Fighter
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.

Useful Info

Anubis guards are humanoid defenders who tirelessly defend their mummy masters. Physically speaking, they hit rather hard, but are not particularly durable. However, they come with spells allowing them to seriously damage the undead and the unprotected living, and they can alert other monsters on the floor to your presence. Also, in spite of their living nature, they are immune to all sources of draining and torment. They can be found in the Tomb.

Spells

Spell set
Slot1 Hunting Cry Natural flag, No silent flag
Slot2 Bolt of Draining (3d17) Natural 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 spell 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

Anubis guards were added in 0.16.