NPC, Tomb Warden

Medium humanoid (cynocephalian), lawful good

Armor Class 17 (chain shirt, shield)
Hit Points 16 (3d8+3)
Speed 30 ft. (40 ft. on all fours)

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 8 (-1)

Saving Throws Str +4, Dex +4
Skills Athletics +4, Perception +3, Stealth +4, Survival +3
Senses passive Perception 13
Languages Aigyptian, Cynocephalian
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Archer. A Cynocephalian Tomb Warden has a +2 bonus on attack rolls it makes with ranged weapons.
  • Desert Explorer. When a Cynocephalian Tomb Warden makes an Intelligence or Wisdom check related to the desert, its proficiency bonus is doubled if it is using a skill it is proficient in. If travelling for an hour or more in desert, it gains all the benefits that a Ranger would.
  • Keen Hearing and Smell. A Cynocephalian has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Primeval Awareness. A Cynocephalian Tomb Warden can use its action and expend one Ranger spell slot to focus its awareness on the region around it. For 1 minute it can sense whether the following types of creatures are present within 1 mile of it (or within 6 miles if it is in desert terrain): Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, and Undead. This feature does not reveal the creatures’ location or number.
  • Pack Tactics. A Cynocephalian has advantage on attack rolls against a creature if at least one of the Cynocephalian’s allies is within 5 feet of the target and that ally is not incapacitated.
  • Undead Hunter. A Cynocephalian Tomb Warden has advantage on Wisdom (Survival) checks made to track Undead monsters and on Intelligence checks to recall information about them.
  • Slayer. When a Cynocephalian Tomb Warden hits a creature with a weapon attack, up to once per turn, the creature takes an extra 1d8 damage if it is below its hit point maximum.
  • Spellcasting. A Cynocephalian Tomb Warden is a 3rdlevel spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It has the following Ranger spells prepared:
    • 1st-level (3 slots): cure wounds, ensnaring strike, hunter’s mark

ACTIONS

  • Khopesh (Longsword). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) slashing damage.
  • Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one creature. Hit: 6 (1d8+2) piercing damage.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. If the Cynocephalian successfully bites a creature while operating on all fours, the target must succeed on a DC 12 Strength saving throw or be knocked prone.

ABOUT

Cynocephalians are dog-headed people who, like Humans, vary greatly in height, build, coloration, and even the specific appearances of their most characteristic features, which can be similar to those of wolves, jackals, or any other sort of canines. From the neck down they are humanoid in form but have coats of fur-like body hair that can range from very light to bestially heavy; have limbs that can be articulated so as to allow them to Cynocephalian Tomb Warden easily move on all fours; and have nails that are longer and hornier than those of Humans.

Many Cynocephalians native to Aigyptos are dedicated to the jackal-headed god Anubis, guardian of the dead. Some of these take up arms and undertake training as Rangers who hunt both tomb robbers and Undead monsters that wander out of their burial places.

Section 15: Copyright Notice

"Aigyptos: A Gazetteer for 5th Edition" copyright 2021, Skirmisher Publishing LLC.

This is not the complete license attribution - see the full license for this page