Shenau

Medium humanoid (human), chaotic evil

Armor Class 14 (bracers of defense)
Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 24 (+2) 20 (+5) 54 (+2) 23 (+1)

Saving Throws Int +8, Wis +5
Skills Arcana +8, Deception +4, Insight +5, Perception +5, Religion +8
Senses passive Perception 15
Languages Common, Khemitian
Challenge 8 (3,900 XP)

SPECIAL TRAITS

ACTIONS

  • +1 Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

GEAR

Bracers of defense, wand of lightning bolts, scroll of 2 spells (fear and teleport), Serpent Ankh (one of the Nine Evil Objects), +1 dagger, heavy horse (secretly stabled at Hept-fhra’s), pouch with 50 gp, 1,000 gp (in trapped and magically protected coffer at residence).

ABOUT

Shenau is a devotee of Set. He is chief of all in the vicinity that lie outside the gorge itself. He would gladly become master of the temple, but not being a priest is a bit of a drawback, though he thinks somehow to overcome that factor. There is friction between Shenau and the high priest of the Temple of Osiris. There is also tension between him and Hept-f-hra, and his family as well. He would gladly slay all save the merchant’s daughter, whom he would make his concubine. He dares not surrender to any foes, for his punishment would be terrible indeed. Shenau attempts to succeed through treachery and trickery, flee to the bandits in the wastes, or otherwise fight to the death.

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