Anubis guard

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Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
anubis guard HAnubis guard.png
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.

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

  • Anubis guards were removed in 0.19.
  • Anubis guards were added in 0.16.