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Aigyptos

A Gazetteer for 5th Edition

By Michael O. Varhola & the Skirmisher Game Development Group


Aigyptos
A Gazetteer for 5th Edition

By Michael O. Varhola and the Skirmisher Game Development Group


Aigyptos
A Gazetteer for 5th Edition
By Michael O. Varhola and the Skirmisher Game Development Group

Skirmisher Publishing LLC Skirmisher.com


499 Mystic Parkway d-Infinity.net
Spring Branch, TX 78070 d20@skirmisher.com

Editor/Designer: Michael O. Varhola Artists: Amanda Kahl (pp. 14, 15, 19, 21, 22, 26,
27, 28, 29, 35, 36 [top]), Brendan Cass (pp. 8, 17,
23, 25, 39)

Portions of this book are published under Open Game stories, storylines, thematic elements, and concepts con-
License version 1.0.a. “Wizards of the Coast” is a regis- tained herein. Reproduction of non-Open Game Content
tered trademark of Wizards of the Coast Inc. and is used contained in this work by any means without written
with permission. All other contents of this book and the permission from the publisher is expressly forbidden,
combined work overall, regardless of other designation, except for purposes of review. This book is protected
all rights reserved, are copyright 2017 by Skirmisher under international treaties and the copyright laws of the
Publishing LLC. United States of America. Mention or reference to any
Designation of Open Game Content: Open Game company, product, or other copyrighted or trademarked
Content may only be used in accordance with the terms material in no way constitutes a challenge to the respec-
of Open Game License version 1.0a, which appears on tive copyright or trademark concerned. This book is a
page 50 of this publication. Anyone having questions or work of fiction and any resemblance of its contents to
concerns about reproducing Open Game Content con- actual people, organizations, places, or events is purely
tained in this book in their own works should contact coincidental.
Skirmisher Publishing LLC.
Designation of Product Identity: Product Identity is First Publication: August 2017
not Open Game Content. The following is hereby desig-
nated as Product Identity in accordance with section 1(e) ISBN: 978-1-935050-76-6
of Open Game License version 1.0a: Skirmisher Publish-
ing LLC and any and all associated logos and identifying Front Cover Image: Set design for Act 4, Scene 2 of
marks, including all Skirmisher Publishing LLC products Giuseppe Verdi’s Aida by Philippe Chaperone (1880)
and product line names; any and all artwork, designs,
depictions, illustrations, maps, likenesses, symbols, and Back Cover Image: On the Banks of the Nile, Upper
graphic designs presented in the context of this book; and Egypt, by John Frederick Lewis (1876)
any and all descriptive text, dialogue, incidents, plots,
2 Publishing Information
Contents

Introduction ................................................................................ ....................................... 4

Aigyptos ............................................................................................................................ 7
Nubia ............................................................................................................................................. 8
Æthiopia ......................................................................................................................................... 8

Encounters .......................................................................................................................... 9

New Monsters .................................................................................................................. 15


Antaean Homesteader .................................................................................................................. 15
Aristocrat ...................................................................................................................................... 16
Celestial Hawk ............................................................................................................................. 16
Cobras ........................................................................................................................................... 17
Large .............................................................................................................................................. 17
Small ............................................................................................................................................. 17
Craftsman ..................................................................................................................................... 18
Cynocephalian Tomb Warden ...................................................................................................... 19
Dwarf Stoneworker ....................................................................................................................... 20
Elite Archer & Guardsman .......................................................................................................... 21
Engineer-Architect ........................................................................................................................ 22
Giant Dung Beetles ...................................................................................................................... 23
Large .............................................................................................................................................. 23
Medium ........................................................................................................................................... 23
Small ............................................................................................................................................. 24
Tiny ................................................................................................................................................. 24
Giant Scorpions ............................................................................................................................ 25
Medium ........................................................................................................................................... 25
Small ................................................................................................................................................ 25
Hippopotamus .............................................................................................................................. 26
Lycanthrope: Werehyena ............................................................................................................... 28
Merchant ....................................................................................................................................... 30
Skeleton: Canine Animal ............................................................................................................. 31
Sphinx: Criosphinx ....................................................................................................................... 31
Sphinx: Hieracosphinx ................................................................................................................ 32
Tomb Robber ................................................................................................................................ 33
Typhonic Beast ............................................................................................................................ 34
Villager ........................................................................................................................................... 35

Appendix A: Background — Aigyptian ............................................................................... 37


Aigyptian ....................................................................................................................................... 37

Appendix B: Environmental Hazards ................................................................................ 39


Dislodged Rock .......................................................................................................................... 39
Unstable Trail ............................................................................................................................. 40
Quicksand ................................................................................................................................... 40
Sandstorm ...................................................................................................................................... 40

Open Game License Version 1.0a ............................................................................................................................... 42


Contents 3
Introduction Introduction
an eye to using
of theitoldest,
for ongoing adventures.
and mostItfas- is in no
elcome to Aigyptos! This gazetteer providesEthiopia is one strangest,

W an overview of a fantasy version of ancient


Egypt; a set of custom encounter tables for
cinating
way
legends,
places

inspiration
it; 5th Edition game system material thatentire
to
and
fectively
in
intended
folklore
forbridge
the to
encounters,
world
can
be a and
serve
the gapwhole
as
between
its history,
comprehensive
rich

campaigns. Contents of this book have been


no suitable resource at all.
includes stats for all new men, monsters, and environ-extrapolated
sources
adventures,

from such sources; from references in


mental hazards that appear on the encounter tables; sup-classical Likewise,
peoples,
sourcebook
of
an Egyptian-style setting, but rather to colorfully and ef-
or even
such a larger

this gazetteer does not include every


mythology and other external sources to
work and
of

sort of person
plemental 5th Edition content, to include the Aigyptianevents in Ethiopia; and or creature that mightresearch
from firsthand exist within
by a land
background; and brief descriptions of the adjacent landsthe author during a recent two-week research tripbut rather
based on a fantasy version of ancient Egypt,
of Nubia and Æthiopia. those thatvisits
that included are most likely
to sites to be the
around randomly
country, encountered.
from
Certainly,
Aigyptos: A Gazetteer for 5th Edition can be usedthe ancient Giant
cities of AxumHippopotami
and Lalibela mightto be found in the
numerous
in a number of ways. One is to provide a backdrop formuseums sprawling deltaInstitute
and the that runsforforEthiopian
hundreds Studies
of miles at
along the
self-standing Egyptian-style adventures that do not al-Addis Mediterranean
Ababa University. coast, Dragons might dwell in isolated
ready have a setting associated with them. Another is Terrainranges oftypes
hills,that
andmight
Lichesbemight
foundoccupy
withintheanrichest
Ethi- and
opian campaign setting include desert, forest
oldest of tombs. Powerful monsters like these, however, (e.g.,
to provide a mini-setting sufficient to allow characters
acacia), hills, mountains, river, lake, jungle (in the
should be used deliberately and as part of structured ad-
to visit or travel through a land reminiscent of ancientsouth), plains, and coast along the shores of the Red
Egypt. Yet another is to introduce such a country with

4 Introduction
Sea in the north. While it can be cool in highland ar- throughout the existing campaign setting, and every-
eas itnot
ventures, does not snow
simply anywherealong
met wandering in thethecountry
backroadsexcept one will speak
of role-playing gameGe’ez,
rulesthe predominant
suitable language
for ancient, medi-of
the rugged Semien
frequented by adventurers. Mountains, located northeast of medieval Ethiopia.
eval, or fantasy venues. In rural or frontier areas, on the
the city of Gondar. other hand, many inhabitants might speak only their
Aigyptos: A Gazetteer for 5th Edition is also fully In the Swords of Kos Fantasy Campaign Setting,
Most people live in villages that are agricultural, local languages, with a handful of the most worldly
compatible
pastoral,with Skirmisher
or both; Publishing’s
nobles tend to live inbestselling
fortified pal- Aigyptos
in anyiscommunity
the predominant
speaking example of anone
Ge’ez and landspeaking
that
Swordsaceof Kos Fantasy
complexes Campaign
supported by Setting
peasantand can either of
communities naturally
Common.exhibits a high level of divine magic (just as
be used
the in conjunction withsorts;
afore-mentioned and as a supplement
priests, monks, andto it sup-
or our Mesopotamia is especially conducive to and satu-
completely on its own.
port personnel liveThis swords-and-sorcery
in religious settlementsmilieu
consist- rated with arcane magic). This is reflected in game terms
is seting
in of
a Dark Agesfrom
anything fantasy
oneversion of the Mediterra-
small church to numerous within this book in ways like having the Aigyptian back-
neanlarge
and the lands
ones; surrounding
and merchantsitanda century afterare
foreigners a Great
among ground grant its members the ability to cast a cantrip
Cataclysm destroyed
the residents of a the old of
number world,
walled plunged it into
cities. Ruined a limited number of times each day. Storytellers who
chaos,versions of all suchmagic
and reawakened placesandexist
alland tend
form of to be occu-
ancient do not wish to reflect this characteristic of an Egyptian-
pied by bandits or humanoids or haunted
races and monsters. Now, the agents of Gods and Titans by weirder style setting in their own games can adjust the content
and even more dangerous monsters.
struggle against each other on behalf of their masters, provided here accordingly.
Educated people and many of those living
nations strive to survive or dominate one another, and
in towns and cities, especially centers of trade,
But we very much hope that we can unlock some
adventurers
will speakdescend into the tongue
the Common ruins inthat
search of wealth
predominates magic in your game sessions with this book and that you
and lost technology. This setting has deliberately been will enjoy your adventures in Aigyptos!
designed to be system free and compatible with any set

Introduction 5
6 Aigyptos
Aigyptos
ígyptos is a hierarchical religious state ruled by the great cataracts to the south, and are lost in the bar-

A priests, and many believe that they commune


directly with deities who reside within the
great temple complexes located throughout the
country and around which many of its agricultural com-
munities are built. Its prevailing alignment, ethos, and
ren hills and scorching deserts that girdle it to the east
and west. Outside of settled agricultural areas along the
banks of the Nile and within the great delta that spread
out along the seacoast, deserts are the predominant ter-
rain type, many of them marked by great dunes. There
national attitude at any given time depends on which of are also marshlands in the delta and along some stretches
its affiliated deities is ascendant; at the moment this is the of the Nile; mountains along the western border with the
snake god Set, which has imposed an ominous sense of Red Sea; and rugged hills, both ranges that run parallel
oppression upon the country for some years. Aígyptos is, to the Nile and smaller clusters, some volcanic, that can
in any event, a perpetually ordered society where, year- be found throughout the country. Climate ranges from
to-year, the lives and routines of most people vary little or subtropical in the north to tropical in the south.
not at all and are largely untouched by the outside world. Major Communities: Alexandria, a great city lo-
Other Names: Kemet, Stygia. Kemet is the name cated along the northern coast of the country that was
by which the native people of the country call it. Stygia founded by Alexander the Great when he conquered
is a name applied to it by some foreigners, based on the Aígyptos 807 years before the great Cataclysm, is the
belief — correct or not — that the Nile is in reality the major trading center for the nation and home to many
River Styx and has its origins in the underworld. Greeks and other foreigners. It is the only true city in
Symbol: A crown surmounted by a cobra for the Aígyptos, maintains a great deal of independence, and
nation as a whole, but its various semi-autonomous pro- is ruled by a municipal council of aristocrats, merchants,
vincial temple-states have symbols of their own. military leaders, and priests.
Government: Theocracy. Overall the country is Most other major communities throughout the na-
loosely controlled by a divinely-ordained pharaoh, its tion radiate out from semi-autonomous and fortified
various provinces — known as sepats to Aigyptians and temple and/or palace complexes and surrounded by their
nomes to Greek-speakers — are ruled by officials sub- affiliated workshops, storehouses, fields, and agricultur-
ordinate to this god-king, and a bureaucracy of priests al villages and ruled by high priests or members of the
manages the day-to-day affairs of government on their hereditary aristocracy. Town-sized communities of this
behalf. Locally, priests and their staffs of acolytes main- sort serve as the seats of the 42 administrative sepats
tain order and oversee production of the farming and into which the country is divided.
manufacturing communities that cluster around the There are also a number of large fortress communi-
temple complexes that serve as administrative centers. ties in key frontier areas — such as the approaches to
Military organization is based on conscription but in- Nubia to the south or the coastal routes from the Le-
cludes a small standing professional army and many in- vant to the east and Libya to the west — and numerous
dividual temple forces of varying strength and composi- necropolises throughout the country, located primarily
tion, to include religious fanatics, holy warriors, fighting along the western banks of the Nile.
priests, and supernatural creatures of various sorts. Economy: Aígyptos has an economy based largely
Religion: Aígyptians worship a broad pantheon on the intensive agriculture practiced along the banks of
consisting of more than 1,000 cosmological, natural, the Nile and throughout its delta, and its primary crops
and underworld deities, which rise and decline in influ- include wheat and other grains, flax, dates, and many
ence based on decades-long astrological cycles. Major sorts of vegetables. It is also noted as a major manufac-
deities include Amun, god of creation; Ra, god of the turer and exporter of beer and cloth; sells and exports
sun; Bast, goddess of cats and their ilk; Anubis, guard- religious paraphernalia like statuettes, potions, scrolls,
ian of the dead; Set, snake god of chaos; Horus, god and incenses; and engages in significant fishing along
of the sky; Thoth, god of knowledge and wisdom; Isis, the river and coasts.
goddess of love, nature, and magic; and Bes, god of war Because of its many temples, Aígyptos is also a pil-
and Dwarves. Adherents to the religion of Aigyptos be- grimage destination for those seeking religious goods,
lieve that the temples dedicated to various deities actual- services, experiences, and knowledge. Alexandria is the
ly serve as physical residences for them whenever they only place in the country where coinage is accepted as
are present on the earth, and that their spirits inhabit the legal tender. Everywhere else minted currency is gener-
idols that represent them. ally viewed with suspicion and barter is the norm, for
Geography: Aígyptos’ primary geographical fea- minor and major transactions alike, and precious metals
ture is the Nile, the largest river in the known world. Its are accepted only by weight, typically as pure ingots.
boundaries are the Mediterranean Sea to the north and
Aigyptos 7
Nubia
This vast, largely desert region comprises the lands
south of the nation of Aígyptos and is centered on
the Nile River (roughly corresponding to the mod-
ern country of Sudan). While this area does not
have any sort of central government, five small in-
dependent city states and their subject agricultural
villages exist within it, all located along the banks
of the Nile. From north to south these city states in-
clude the former Aígyptian fortress town of Buhen,
then Dongala, Nopata, Meroe, and, at the place
where the river splits into the White Nile and Blue
Nile, Soba. Meroe is the most powerful of these
communities, which have relationships with each
other that ranges from friendly trade and alliance
against common threats to sporadic border wars,
raids, and short-lived invasions. Areas between the
cities are generally unoccupied or inhabited only
by nomads, wandering humanoids, and monsters of
various sorts. There is no single symbol associated
with the region but those of individual communities
incorporate pyramids, the sun, waterwheels, and lo-
cal creatures.

Æthiopia
Anchored on the shores of the Red Sea in the north,
this sprawling nation comprises the area occupied
by the modern states of Eritrea and Ethiopia and is
the most powerful state in eastern Africa. It is ruled
from the fortress city of Axum, in the northern part
of the country, and is a maritime power that con-
ducts trade with all the lands of the sea upon which
it is located. Its influence in many coastal parts of
the Arabian peninsula is, in fact, more profound
than in the southern part of the country which, while
ostensibly governed by Axum, in reality has huge
sections of uncontrolled wilderness and areas con-
trolled by various semi-autonomous peoples. Æthi-
opia had strong cultural and mercantile ties with
Aígyptos and the lands of the Mediterranean and,
while these were shattered by the Great Cataclysm,
it has recently both sent emissaries to and received
them from a number of states. Æthiopia mints coins
in gold, silver, and bronze, most of which bear im-
ages of its kings and its national symbol, a disk with-
in an upturned crescent. Internal trade, however, is
conducted largely via barter and with salt and iron.
(See the Skirmisher Publishing sourcebook Men &
Monsters of Ethiopia for 5th Edition game content
associated with this diverse and fascinating region.)

8 Nubia & Æthiopia


Encounters
s characters explore Aigyptos and the wilder- ciency bonus from the encounter roll. If the result they

A ness and settled lands adjacent to it, they will


encounter, sometimes completely by chance,
all sorts of characters, creatures, and condi-
tions. Some will simply be the mundane inhabitants of
those places going about their daily business, unaware
are seeking would fall within the adjusted results then
they find it if the storyteller is so inclined.
* In the event that the same entry is rolled a second
or subsequent time, the storyteller can simply accept
the results but has a number of other possible options to
of or uninterested in the concerns of the characters. Oth- keep them from feeling repetitive, and can consider the
ers may be more peculiar in nature or take an interest in following:
the adventurers based on anything from friendliness to + Increase the number of creatures encoun-
malice to simple curiosity. tered, either using the maximum or rolling the requisite
Storytellers should not assume, in any event, that number twice for the second repeat encounter, three
every encounter between characters and others — or times for the third, etc. In such a case, the storyteller
even most of them — need to result in violence, even might also assume that the creatures encountered are in-
in the case of creatures that are more-or-less malicious. volved in some special activity (e.g., Humanoids might
A ram-headed Criosphinx, for example, might enjoy ex- be a war band specifically formed to attack a specific
amining characters and their possessions but not have village or temple complex, Priests might be carrying an
any desire to harm them; large creatures like Giant Dung idol from one temple to another as part of an annual re-
Beetles might not deign to even notice characters or ligious ceremony).
think to interact with them in any way; and local mili- + Roll a second time and combine the results.
tary patrols might simply want to determine whether If Villagers is the primary result, for example, and then
strangers pose any sort of a threat. Environment Hazard is rolled, the results might be com-
All of these encounters can be used either individu- bined to indicate that some farmers are trying to rescue
ally or in conjunction with each another, and within the some of their companions or animals from a treacherous
context of the Swords of Kos Fantasy Campaign Set- patch of quicksand.
ting or as part of any other milieu a storyteller might + Change the race of any characters encoun-
be using for their own games or stories. While they are tered if this is appropriate. A group of Priests, for exam-
formatted like traditional random encounter tables, they ple, might all be Dwarves rather than the default result
are also intended as much as anything to convey infor- of Human.
mation about the land of Aigyptos, and can be used in
whatever way a storyteller finds to be most productive.
Following are some additional things that can help
storytellers most effectively use these encounter tables:
* In general, chance of an encounter is 10% per
hour while characters are moving or exploring in be-
tween settled areas and 10% every two hours while they
are stationary or camping (storytellers should, of course,
exercise judgment when applying this rule or using the
tables in general). To use one of the tables, roll d20 and
apply to the roll the appropriate cumulative modifiers
provided with the table.
* Encounter results with people of various sorts can
be extrapolated upon and multiplied by 10 to determine
the nature of nearby communities (e.g., if five Dwarves
are encountered, then the storyteller could assume that a
colony of 50 Dwarves is located within 1d3 miles).
* Characters might also see from afar normal birds,
animals, and perhaps even local people, especially in
heavily-settled areas, but might not come into contact
with them unless going out of their way to do so. If ac-
tively seeking a specific sort of encounter — e.g., game
animals, villagers — characters can make an appropri-
ate DC 20 skill check (e.g., Search, Spot), and, if suc-
cessful, can add or subtract a number up to their profi-
Encounters 9
Following is a table for generating random encounters ings increased as necessary to meet the needs of what-
that can be used anywhere within Aígyptos and cumula- ever sort of encounter the storyteller wants to present.
tive situational modifiers that should be applied to the
d20 rolls. Artisans/Professionals: The party will encounter 1d12
artisans (50%) or 1d6 professionals (50%) going to or
Modifiers from a job site, working nearby, or travelling from one
Within sight/one mile of a community: -2 community to another. Artisans will be accompanied
On or near a road: -2 by an equal number of helpers and could be anything
Within sight/one mile of a necropolis or ruins: +3 from blacksmiths going to an outlying hamlet to sharpen
During hours of darkness: +3 tools, boatwrights building a fishing vessel, or stonema-
sons working on a sculpture. Professionals might in-
d20 Encounter clude engineer-architects, physicians, or the like.
<0 Villagers Use the entry for the Artisan in the section below on
1 Work Gang New Monsters, and the Engineer-Architect as a sample
2 Artisans/Professionals Professional that can be modified to create other char-
3 Merchants acters of this sort. For helpers use either the official 5th
4 Royalty Edition statistics for the Commoner or the statistics be-
5 Priests low for the Villager.
6 Soldiers
7 Adventurers Brigands: A band of 1d6+6 strongarm robbers that will
8 Brigands set upon anyone that appears to be weaker than them.
9 Funeral Most will be as powerful as typical soldiers and they
10 Infrastructure will have one leader that, at the storyteller’s option, is
11 Celestial Hawk at least as strong as the most powerful member of the
12 Demihumans player character party.
13 Cobra Use the official 5th Edition statistics for the Bandit
14 Hippopotamus/Hyenas for the regular Brigands and those for the Bandit Cap-
15 Crocodiles/Lions tain for their leader (modified, if desired, to make him as
16 Scavengers powerful as the highest-level character in the party that
17 Giant Dung Beetle encounters him).
18 Environmental Hazard
19 Tomb Robbers Celestial Hawk: A predatory bird from a celestial realm
20 Humanoids will fly by. It may guide or otherwise aid characters en-
21 Giant Scorpion gaged in some good cause or harry and impede those
22 Typhonic Beasts engaged in evil.
23 Sphinx See the Celestial Hawk in the section below on New
24 Undead, Minor Monsters.
25+ Undead, Major
Cobra: A viper that may be somewhat larger than what
Adventurers: A band of 2d3 adventurers or other char- might normally be expected. It will strike if surprised
acters — possibly some the party has met before or will or annoyed but will attempt to escape if injured. Roll
meet again — that the storyteller can employ as adver- 1d8: 1 size Tiny, 2-5 size Small, 6-7 size Medium, 8
saries, allies, admirers, or in any other suitable capacity. size Large.
It is one-third likely each that these characters will all Use the official 5th Edition statistics for the Poi-
be of the same class (e.g., Priests travelling to a local sonous Snake for the size Tiny Cobra and those for the
shrine), that they will all be of different classes (i.e., like Giant Poisonous Snake for the size Medium Cobra. See
a traditional adventuring party), and that they will be the stat blocks for the size Small and size Large Cobras
some mix (e.g., a Wizard accompanied by one or more in the section below on New Monsters.
fighter guards).
To create a mixed adventuring party, consider com- Crocodiles/Lions: If travelling along a river or through
bining with characters of traditional classes and races a marshy area, the party will encounter 2d6-1 Croco-
any of the following from the stat blocks presented below diles and, if away from water, a pride of 1d10 Lions.
under New Monsters: Antaean Homesteader, Aristo- Either sort of creature will avail itself of an easy meal if
crat, Cynocephalian Tomb Warden, Dwarf Stoneworker, this seems expedient.
Tomb Robber, Elite Archer, and Elite Guardsman. Any of Use the official 5th Edition statistics for the Croco-
these can be also have their hit dice and challenge rat- dile and the Lion.
10 Encounters
Demihumans: A band of 1d3 Antaeans (20%), d6
Cynocephalians (30%), or d8 Dwarves (50%) out and
about on some appropriate business (e.g., going to or
from market with produce or livestock, travelling to a
place of work, participating in a pilgrimage). They will
not likely be hostile to anyone they meet but will defend
themselves and will likely flee from or attack, as appro-
priate, any group that appears dangerous to them.
See the Antaean Homesteader, Cynocephalian Tomb
Warden, and Dwarf Stoneworker in the section below
on New Monsters for typical sorts of Demihumans that
might be encountered.

Environmental Hazard: A natural hazard will cause


problems for the party. In or on the edge of the desert,
along the banks of a river, or if the party is stationary usual that is lurking about, hunting for food, or other-
this will be a powerful sand storm that hits d4 minutes wise engaged. This creature is very stupid and aggres-
after observant characters have a chance to notice it and sive and will quite likely attack anything that seems vul-
which will last 2d12 hours. In hills, a character could nerable to it, and hide from or flee from anything that
slip on a rough pathway (50%) or a large rock will come appears to be a threat if it can. Roll 1d8: 1 size Tiny, 2-3
bouncing down toward the party and might strike one or size Small, 4-7 size Medium, 8 size Large.
more of its members (50%). In marshy terrain the party Use the official 5th Edition statistics for the Scor-
will wander into a patch of quicksand. pion for the Tiny Monstrous Scorpion and those for the
See the section below on Environmental Hazards Giant Scorpion for the Large Monstrous Scorpion. See
for descriptions of these effects. the Small Monstrous Scorpion and Medium Monstrous
Scorpion in the section below on New Monsters.
Funeral: A group of 5d20 family members, friends,
and professional mourners accompanying a corpse to a Hippopotamus/Hyenas: If near or on the water, a sin-
grave, conducting a ceremony of interment, or possibly gle Hippopotamus, which will likely behave antagonis-
returning from such an activity. The smaller the group tically in some way (e.g., if a mother to defend a calf,
the less important and more obscure the dead person if a bull to overturn a boat). Otherwise, 2d8-1 Hyenas,
and the larger the group the more important (e.g., five which will attempt to steal food or slay and eat vulner-
might be a peasant and his immediate family, while 100 able creatures (e.g., children, weak characters, pack ani-
might be a princess). There will be one Acolyte for ev- mals). At the storyteller’s option, there is a 10% chance
ery 20 people in the group, with a minimum of one, and that one of the hyenas will actually be a Werehyena.
if there are at least 20 there will also be one Priest. Such Use the official 5th Edition statistics for the Hyena.
a group may have valuable grave goods with it and, if See the Hippopotamus and Werehyena in the section be-
so, all those trained in arms will be equipped with them low on New Monsters.
and there may also be 1d10 heavily armed and armored
guards. Humanoids: 1d10 Gnolls and 1d3-1 Hyenas (50%),
Use the official 5th Edition statistics for the Priest 1d8 Ogres (10%), 1d20+10 Orcs (20%), 10d4 Goblins
and the Acolyte for those characters and those for the (10%), or 1d10+10 Hobgoblins (10%). Such humanoids
Commoner, and/or the Villager in the section below on may be raiders but are not necessarily a war band, al-
New Monsters, for the funeral attendees and profes- though they are evil and will take advantage of any situ-
sional mourners. ation that they can. It is 20% likely that any group will
include at least as many females and children as males.
Giant Dung Beetle: A Dung Beetle that is much larger Use the official 5th Edition statistics for the Gnoll,
than usual that is engaged in assembling or rolling off Goblin, Hobgoblin, Hyena, Ogre, and Orc.
to its lair a ball of dung (e.g., collected from an agri-
cultural field). This creature is not aggressive but will Infrastructure: This might be any sort discrete man-
defend itself. Roll 1d8: 1 size Tiny, 2-3 size Small, 4-7 made structure or site appropriate to the circumstances
size Medium, 8 size Large. and location, such as a bridge over a ravine, dam, well,
See the various sizes of Giant Dung Beetle in the irrigation system, stone water tank, or tomb. It is up to
section below on New Monsters. 50% likely that this structure will be ruined and 20%
likely that it will be occupied or otherwise being used by
Giant Scorpion: A Scorpion that is much larger than some sort of creature that, if desired, the storyteller can
Encounters 11
ing on their activities, they may have 1d20 Elite Archers
and/or Elite Guardsmen, and/or 1d4 Priests accompany-
ing them. They will, in all likelihood, be traveling by
chariot, with one such vehicle for every 1d4 or so indi-
viduals, although soldiery may be on foot or mounted
on horses.
See the Aristocrat, Elite Archer, and Elite Guards-
man in the section below on New Monsters. Use the of-
ficial 5th Edition statistics for the Priest for at least the
first such character and, optionally, the Acolyte for any
second or subsequent ones.

Scavengers: This is a group of 1d8+8 Jackals (50%)


or Vultures (50%), typically feasting on the carrion re-
mains of some dead creature. Such animals are not over-
ly aggressive and will flee from intimidating opponents
or groups of equal or greater size, but will not pass up
the opportunity to kill an easy meal.
Use the official 5th Edition statistics for the Jackal
and the Vulture.
generate using this table (e.g., Soldiers resting at a well,
Lions dwelling within an open tomb). If this encounter Sphinx: A single creature of this sort will be encoun-
occurs while the party is not moving then the storyteller tered and will react to a party based on its alignment
can disregard it or deem it is something they have spot- and their demeanor; a proud Androsphinx (10%) may
ted or discovered while resting or the like. ignore characters, a curious Criosphinx (20%) might in-
vestigate them, a mischievous Gynosphinx (40%) might
Merchants: A group of 1d6 merchants accompanied by pose them with some riddle, and a predatory Hieraco-
1d8-1 assistants and 3d6-3 guards. They will have some sphinx (30%) might attempt to attack and kill them.
means of carrying their goods, and this might range Use the official 5th Edition statistics for the Andro-
from a single pack mule in the case of a lone peddler, to sphinx and the Gynosphinx. See the Sphinx (Criosphinx)
a string of camels for three or four lightly-guarded trad- and the Sphinx (Hieracosphinx) in the section below on
ers, to a half-dozen wagons pulled by oxen for a fully- New Monsters.
guarded merchant caravan.
Use the official 5th Edition statistics for the Guard Soldiers: A unit of 1d20+10 soldiers; for every 10
for regular guards or, if they are accompanying an troops one will be a non-commissioned officer and if
especially rich caravan, the Elite Archer and/or Elite there are at least 20 then they will be led by one mounted
Guardsman from the section below on New Monsters. commissioned officer in addition. If encountered on a
Use the entry for the Merchant in the same section be- road then they will likely be a routine patrol en route
low and, for assistants, use either the official 5th Edition to or from one or more villages or military outposts.
statistics for the Commoner or the statistics below for If encountered off road then they are likely training
the Villager. or in pursuit of some malefactor. Unless the party is
completely innocuous, and perhaps even then, the sol-
Priests: A Priest from a nearby temple engaged in some diers will challenge them as to their business. Common
official business. He will be about the same level as the troops will have studded leather armor and spears and
most powerful character in the player party and have an shields (75%) or bows (25%); leaders will have chain-
escort of 2d6 Acolytes or laity with him. He may chal- mail, khopeshes (longswords) or longbows, and shields;
lenge the party if they appear to be doing something and all will have daggers.
suspect. Use the official 5th Edition statistics for the Guard
Use the official 5th Edition statistics for the Priest for regular soldiers and those for the Veteran for com-
and the Acolyte. Optionally, use the Villager in the sec- missioned officers. Use the Elite Guardsman and/or
tion below on New Monsters in place of some of the Elite Archer from the section below on New Monsters
Acolytes if you wish them to be local laity instead. for non-commissioned officers.

Royalty: A group of 1d4 Aristocrats engaged in some Tomb Robbers: A band of 1d3+3 thieves specializing in
activity, such as traveling from one location to another, breaking into and looting tombs, going to, coming from,
hunting, or visiting a tomb under construction. Depend- or currently engaged in robbery. They may approach the
12 Encounters
party for purposes of enlisting their aid, fencing goods, eton for humanoid monsters of this sort and the official
attempting to rob them, or other reasons if these seem 5th Edition Statistics for Zombies. See the Skeleton (Ca-
applicable, or may flee if that seems expedient. They nine Animal) in the section below on New Monsters for
might also ambush characters that they encounter in or one sort of animal Skeleton that might be encountered.
around tombs that they are in the process of looting if
they think their score is being poached. Villagers: A group of 1d100 local common people, most
See the Tomb Robber in the section below on New likely farmers, who will be engaged some activity ap-
Monsters. propriate to the location and time of year (e.g., tending
a date orchard, reaping wheat, fishing, herding cattle).
Typhonic Beasts: A pack of 1d12 doglike beasts similar They may have oxen, cattle, dogs, or other animals with
in appearance and power to Hell Hounds, the primary them as appropriate.
differences being that they breathe gouts of searing sand See the Villager in the section below on New Mon-
mixed with fire and are resistant to attacks from stone sters.
and metal weapons.
See the Typhonic Beast in the section below on New Work Gang: A group of 10d10 conscripts or slaves in-
Monsters. volved with or en route to or from a public works proj-
ect (e.g., digging a canal, repairing a road, hauling stone
Undead, Major: A group of 2d2 Ghasts (60%) looking blocks). There will be one lightly-armed overseer and
for food or a Mummy (40%) that has wandered out of a one more heavily-armed and armored guard for every
nearby tomb. 10 workers.
Use the official 5th Edition statistics for the Ghast For conscripts use the Villager in the section below
and the Mummy. on New Monsters, and for slaves use the same entry but
remove the Aigyptian background and the Local Knowl-
Undead, Minor: 2d6 humanoid or animal Skeletons edge and Magic of the Land special traits. For over-
(40%) or 1d10 Zombies (40%) that have wandered out seers use the writeup for the Villager, with the addition
of a nearby tomb, or 1d8 Ghouls (20%) that are scav- of a whip if he is directing slaves, and for guards use the
enging or hunting for prey. official 5th Edition statistics for the Guard.
Use the official 5th Edition statistics for the Skel-

Encounters 13
14 New Monsters
New Monsters
reatures and people of many sorts are variously when such creatures are encountered in an Aigyptos set-

C unique to Aígyptos, significantly more likely to


be encountered there than elsewhere, or even
iconically associated with it. Following are
several sets of 5th Edition statistics storytellers can use
ting and extrapolate upon to create costomized or more
powerful variants for encounter areas and ongoing ad-
ventures.

Antaean Homesteader or copper eyes. They are descended from a legendary


Giant who was slain by a somewhat more formidable
Antaeans are hulking, powerfully-built humanoids that
demigod and have a reputation for being stoic and fear-
tower seven to eight feet in height and which tend to
less. Because of their Large size their weapons do great-
have bronze or grey skin, dark hair, and bronze, silver,
er base damage and have better range than those scaled
for Human-sized people.
Antaeans Homesteaders are skilled at farming, em-
Antaean Homesteader ploying a subtle earth magic to increase the fecundity
Large Humanoid (Antaean), neutral
of the land under their care, and are generally capable
Armor Class 13 (breastplate) of dealing with the sorts of threats that can appear on
Hit Points 22 (3d10+6) the frontiers where they dwell. They tend to organize
Speed 35 ft. themselves into loose but orderly communities in which
individuals strike a balance between autonomy and in-
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 14 (+2) 12 (+1) 13 (+1) 10 (+0) teraction with their neighbors, and where cooperation is
exercised most profoundly in matters of survival (e.g.,
Saving Throws: Str +6, Con +4 defense against attack).
Skills: Animal Handling +3, Perception +3 Most such people dwelling Aigyptos live beyond
Tool Proficiencies: Farmer’s Tools
the Human-dominated areas along the banks of the Nile
Senses: passive Perception 13
Languages: Aigyptian, Giant in desert oasis and hills, where they tend fields, flocks,
Challenge 2 (450 XP) and orchards, periodically visiting Aigyptian communi-
ties to trade or conduct other business.
Child of the Earth. When in skin contact with earth, mud,
stone, or sand, an Antaean receives a +2 bonus on all its
saving throws. This can generally be assumed if the An-
taean is barefoot on, or uses a bonus action to establish
contact with, an appropriate surface.

Enhanced Strength. An Antaean has advantage on


Strength ability checks and Strength saving throws.

Earth Magic. An Antaean Homesteader can cast the


cantrip Druidcraft at will as a 3rd-level spellcaster. Its spell
casting ability is Wisdom (spell save DC 11, +3 to hit with
spell attacks).

Local Familiarity. An Antaean Homesteader has advan-


tage on Insight, Perception, and Stealth skill checks made
in or around the immediate vicinity of its farmstead or oa-
sis and knows two secrets or obscure facts about it or the
area around it.

Actions
War Pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 9 (1d10+4) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit,


reach 5 ft. or range 30/90 ft., one creature. Hit: 8 (1d8+4)
slashing damage.

Sling. Ranged Weapon Attack: +1 to hit, range 45/180 ft.,


one creature. Hit: 7 (1d6+4) bludgeoning damage.

Antaean Homesteader 15
Aristocrat (Background: Noble) Celestial Hawk
As members of the upper class, possessing wealth and This predatory bird from a celestial realm may guide or
connections that grant them power, Aristocrats wield otherwise aid characters engaged in some good cause
great authority and influence. They are often accompa- or harry and impede those engaged in evil.
nied by guards, servants who are generally Common-
ers or Villagers, and advisors who might be Acolytes or
Priests.

Aristocrat
Medium Humanoid (Human), any alignment
(usually lawful neutral)

Armor Class: 15 (breastplate)


Hit Points: 13 (3d8)
Speed: 30 ft. Celestial Hawk
Small Celestial, Lawful Good
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 12 (+1) 14 (+2) 16 (+3) Armor Class: 13
Hit Points:9 (2d6+2)
Saving Throws: Wis +4, Cha +5 Speed: 10 ft.; fly 60 ft.
Skills: Deception +5, Insight +4, Persuasion +5
Tool Proficiencies: Land Vehicles STR DEX CON INT WIS CHA
Senses: passive Perception 12 8 (-1) 17 (+3) 12 (+1) 4 (-3) 16 (+3) 9 (-1)
Languages: Aigyptian, Common (Greek)
Challenge: 1 (200 XP) Saving Throws: Cha +1
Skills: Perception +5
Damage Resistances: Radiant, acid, cold, electricity;
Actions bludgeoning, piercing, and slashing from nonmagical
Khopesh (Longsword). Melee Weapon Attack: +3 to hit, weapons that are not silvered
reach 5 ft., one creature. Hit: 5 (1d8+1) slashing damage. Condition Immunities: Charmed, exhaustion, frightened
Senses: Darkvision 120 feet, passive Perception 15
Dagger. Melee or Ranged Weapon Attack: +3 to hit, Languages: Celestial, telepathy 120 feet
reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) Challenge: 1 (200 XP)
piercing damage.
Keen Sight. A Celestial Hawk has advantage on Wisdom
Longbow. Ranged Weapon Attack: +3 to hit, range (Perception) checks that rely on sight.
150/600 ft., one creature. Hit: 6 (1d8+2) piercing
damage. Magic Resistance. A Celestial Hawk has advantage on
saving throws against spells and other magical effects.
Reactions
Parry. An Aristocrat adds 2 to its AC against one melee Actions
attack that would hit it. To do so, it must see the attacker Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
and be wielding a melee weapon. target. Hit: 5 (1d4+3) slashing damage.

16 Aristocrat - Celestial Hawk


Cobras
Many species of Cobra can be found throughout Aigyptos and are
so iconically associated with the nation that they appear in many
of its symbols. Coloration can vary widely, from some shade
of brown, possibly with some lighter or darker mottling, to
coppery red, grayish, or completely black.
In the century since the Great Cataclysm and the
rise of the god Set, such hooded vipers have become
more prolific and larger than they ever were previously.
They are specifically associated with the infernal chaos
serpent Apep and with the punisher goddess Meretseger,
“She Who Loves Silence,” and the goddess Wadjet, patron
and protector of Lower Egypt.

Cobra, Small Cobra, Large


Small Beast, Unaligned Large Beast, Unaligned

Armor Class: 13 Armor Class: 14 (natural armor)


Hit Points: 4 (d6+1) Hit Points: 17 (2d10+6)
Speed: 30 ft.; swim 30 ft. Speed: 30 ft.; swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 12 (+1) 2 (-4) 10 (+0) 3 (-4) 18 (+4) 16 (+3) 17 (+3) 2 (-4) 10 (+0) 3 (-4)

Senses: Blindsight 10 ft., passive Perception 10 Skills: Perception +2


Languages: — Senses: Blindsight 10 ft., passive Perception 12
Challenge: 1/4 (50 XP) Languages: —
Challenge: 1/2 (100 XP)
Keen Sight. A Celestial Hawk has advantage on Wisdom
(Perception) checks that rely on sight. Keen Sight. A Celestial Hawk has advantage on Wisdom
(Perception) checks that rely on sight.
Magic Resistance. A Celestial Hawk has advantage on
saving throws against spells and other magical effects. Magic Resistance. A Celestial Hawk has advantage on
saving throws against spells and other magical effects.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 4 (1+3) piercing damage, and the target must Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
make a DC 11 Constitution saving throw, taking 7 (3d4) target. Hit: 7 (1d6+4) piercing damage, and the target
poison damage on a failed save, or half as much damage must make a DC 13 Constitution saving throw, taking 13
on a successful one. (3d8) poison damage on a failed save, or half as much
damage on a successful one.

Cobras 17
Craftsman Craftsman
(Background: Guild Artisan) Medium Humanoid (Human), any alignment
Craftsmen are skilled workers who create the material (usually lawful neutral)
things use by the peoples of Aigyptos, including reli-
gious edifices like tombs, temples, and monuments; Armor Class: 10
Hit Points: 13 (3d8)
river vessels used for fishing and transporting materials Speed: 30 ft.
like stone building blocks; beer and the ceramic jars that
hold it; and ironwork like agricultural tools, horseshoes, STR DEX CON INT WIS CHA
and chariot hardware. 12 (+1) 11 (+0) 11 (+0) 13 (+1) 14 (+2) 11 (+0)
Craftsmen can generally be found in the villages or
Skills: Insight +4, Investigation +3, Persuasion +2,
temple compounds where they dwell, in workshops or
Religion +3
worksites of various sorts, or travelling to or from the Tool Proficiencies: One type of Artisan’s Tools
places where their skills are needed. A group of Crafts- (e.g., Boatwright’s, Brewer’s, Carpenter’s, Cartwright’s,
men might be of either gender or a mix of both. They Mason’s, Potter’s, Sculptor’s, Smith’s)
can be of any alignments but the majority in any particu- Senses: passive Perception 12
Languages: Aigyptian, Common (Greek)
lar community will be some variety of lawful.
Challenge: 1/2 (100 XP)
A Craftsman will generally have one or more ap-
propriate tools that can be used as weapons (e.g., a light Local Familiarity. A Craftsman has advantage on Insight,
hammer for a blacksmith, a handaxe for a carpenter), Perception, and Stealth skill checks made in or around the
and might also have a quarterstaff or walking stick/club immediate vicinity of its community, including any affiliated
workshops, quarries, or other areas where people might
if on the road. Such characters are not trained as com-
work on a daily basis.
batants, however, do not wear armor, and will avoid
conflict to the great extent possible. Actions
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4+1) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach


5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4+1) piercing
damage.

Handaxe. Melee or Ranged Weapon Attack: +3 to hit,


reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d6+1)
slashing damage.

Light Hammer. Melee or Ranged Weapon Attack: +3 to hit,


reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4+1)
bludgeoning damage.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5


ft., one creature. Hit: 4 (1d6+1) bludgeoning damage, or
5 (1d8+1) bludgeoning damage if used with two hands to
make a melee attack.

18 Craftsman
Cynocephalian Tomb Warden
Cynocephalians are dog-headed people who, like Hu- easily move on all fours; and have nails that are longer
mans, vary greatly in height, build, coloration, and even and hornier than those of Humans.
the specific appearances of their most characteristic fea- Many Cynocephalians native to Aigyptos are dedi-
tures, which can be similar to those of wolves, jackals, cated to the jackal-headed god Anubis, guardian of the
or any other sort of canines. From the neck down they dead. Some of these take up arms and undertake train-
are humanoid in form but have coats of fur-like body ing as Rangers who hunt both tomb robbers and Undead
hair that can range from very light to bestially heavy; monsters that wander out of their burial places.
have limbs that can be articulated so as to allow them to

Cynocephalian Tomb Warden Spellcasting. A Cynocephalian Tomb Warden is a 3rd-


level spellcaster. Its spellcasting ability is Wisdom (spell
Medium Humanoid (Cynocephalian), lawful good
save DC 11, +3 to hit with spell attacks). It has the follow-
ing Ranger spells prepared:
Armor Class 17 (chain shirt, shield)
Hit Points 16 (3d8+3)
1st-level (3 slots): Cure Wounds, Ensnaring Strike,
Speed 30 ft. (40 ft. on all fours)
Hunter’s Mark
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 8 (-1)
Actions
Khopesh (Longsword). Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 6 (1d8+2) slashing damage.
Saving Throws: Str +4, Dex +4
Skills: Athletics +4, Perception +3, Stealth +4, Survival +3
Longbow. Ranged Weapon Attack: +6 to hit, range
Senses: passive Perception 13
150/600 ft., one creature. Hit: 6 (1d8+2) piercing dam-
Languages: Aigyptian, Cynocephalian
age.
Challenge 2 (450 XP)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Archer. A Cynocephalian Tomb Warden has a +2 bonus
creature. Hit: 5 (1d6+2) piercing damage. If the Cyno-
on attack rolls it makes with ranged weapons.
cephalian successfully bites a
creature while operating on
Desert Explorer. When a Cynocephalian Tomb Warden
all fours, the target must
makes an Intelligence or Wisdom check related to the
succeed on a DC 12
desert, its proficiency bonus is doubled if it is using a
Strength saving throw
skill it is proficient in. If travelling for an hour or more in
or be knocked prone.
desert, it gains all the benefits that a Ranger would.

Keen Hearing and Smell. A Cynocephalian has advan-


tage 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 des-
ert 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 Cynocepha-
lian’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.

Cynocephalian Tomb Warden 19


Dwarf Stoneworker Groups of Dwarf Stoneworkers encountered on the
road are generally travelling to or from worksites and
(Background: Aigyptian) tend to be two-thirds male and one-third female on aver-
Dwarf Stoneworkers are natives of Aigyptos who use age. Unlike Dwarves in cooler areas, males of those na-
their special skills, proficiencies, and racial traits on tive to Aigyptos generally have very close-cropped hair
behalf of projects like quarrying for limestone, marble, or are shaved bald and have very short beards.
and other construction materials; mining for gold, la-
pis lazuli, and other precious minerals; and laboring on
large stone works like temples, tombs, and fortresses. Dwarf Stoneworker
They tend to wear protective work garb that is the equiv- Medium Humanoid (Dwarf), lawful good
alent of leather armor and to be armed with weapons
that serve primarily as the tools of their trade. Armor Class: 10 (leather armor)
Dwarf Stoneworkers typically live in villages or Hit Points: 25 (3d8+9+3)
Speed: 25 ft.
subterranean complexes in the rocky hills that flank the
Nile River valley or the rugged mountains that run along STR DEX CON INT WIS CHA
the coast of the Red Sea. Their people have dwelled in 15 (+2) 8 (-1) 16 (+3) 12 (+1) 14 (+2) 10 (+0)
Aigyptos as long as anyone can remember, at least as
long as Humans have, and a number of Dwarven gods Saving Throws: Strength +4, Wisdom +4
and goddesses are among those that can be found in Skills: Animal Handling +4, Athletics +4,
Investigation +3, Religion +3
the Aigyptian pantheon. Bes is the most prominent of Tool Proficiencies: Mason’s Tools, Miner’s Tools
these Dwarven deities who is also revered by Humans Senses: Darkvision 60 ft., passive Perception 12
and serves as a patron of mothers, children, and child- Languages: Aigyptian, Dwarvish
birth, and a defender for all that is good and orderly and Challenge: 2 (450 XP)
against all that is evil and chaotic.
Dwarven Stoneworker Training. A Dwarf Stoneworker
is proficient with the light hammer, maul, warhammer,
and war pick.

Dwarven Resilience. A Dwarf Stoneworker has advan-


tage on saving throws against poison and resistance
against poison damage.

Dwarven Toughness: A Dwarf Stoneworker’s hit point


maximum increases by 1, and it increases by an ad-
ditional 1 each time it gains a level.

Stonecunning. When making Intelligence (History)


checks related to the origin of stonework, a Dwarf Stone-
worker is considered proficient in the History skill and
adds double its proficiency bonus to checks.

Local Knowledge. A Dwarf Stoneworker has in-depth


knowledge about Aígyptos and its communities, history,
inhabitants, religion, lore, laws, mores, and traditions.
It knows two secrets or obscure facts about quarries,
mines, or structures it has worked at or the area around
them.

Magic of the Land. A Dwarf Stoneworker has a close


connection with the land of its birth and can channel
some of its abundant divine magic. It can choose any
one Cleric or Druid cantrip — usually Resistance — and
cast it four times a day. Its spellcasting ability is Wisdom
(spell save DC 12, +4 to hit with spell attacks).

Actions
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d6+2) bludgeoning damage.

Light Hammer. Melee or Ranged Weapon Attack: +4


to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4
(1d4+2) bludgeoning damage.

20 Dwarf Stoneworker
Elite Archer & Guardsman
(Background: Soldier)
Elite Archers and Guardsmen are experienced and highly-
trained soldiers who serve as troops for nobles, priests,
and other important people or places. If encountered on
the road they will usually be accompanying such people
on some official business and alert for danger to them.
Elite troops of this sort will generally wear the livery
of whatever temple, artistocrat, or other entity they serve,
and will typically be equipped with the heaviest armor
they can manage and that their employers can afford, scale
mail being the norm. They might be armed with any sort
of weapons, the classic Aigyptian khopesh sword or a
heavy warbow being typical, but might also carry other
appropriate arms (e.g., picks by those dedicated to service
of the earth deity Geb, as shown here).
While elite soldiers are not fanatics, they are almost
always very steady in their loyalty to those they serve
and are not easily swayed from it.

Elite Archer Elite Guardsman


Medium Humanoid (Human), any alignment Medium Humanoid (Human), any alignment
(usually lawful neutral) (usually lawful neutral)

Armor Class: 16 (scale mail) Armor Class: 17 (scale mail, shield)


Hit Points: 19 (3d8+6) Hit Points: 19 (3d8+6)
Speed: 30 ft. Speed: 30 ft.

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

Saving Throws: Strength +3, Constitution +4 Saving Throws: Strength +4, Constitution +4
Skills: Athletics +3, Intimidation +2, Perception +2 Skills: Athletics +4, Intimidation +2, Perception +2
Tool Proficiencies: Land Vehicles Tool Proficiencies: Land Vehicles
Senses: passive Perception 12 Senses: passive Perception 12
Languages: Aigyptian Languages: Aigyptian
Challenge: 2 (450 XP) Challenge: 2 (450 XP)

Action Surge (Short or Long Rest). On its turn, an Elite Action Surge (Short or Long Rest). On its turn, an Elite
Archer can take an additional action on top of its regular Guardsman can take an additional action on top of its
action and a possible bonus action. regular action and a possible bonus action.

Archer. An Elite Archer gains a +2 bonus to attacks rolls Duelist. When an Elite Guardsman is wielding a melee
with ranged weapons. weapon in one hand and no other weapons, it gains a +2
bonus to damage rolls with that weapon.
Improved Critical. An Elite Archer scores a critical hit on
a roll of 19 or 20. Improved Critical. An Elite Guardsman scores a critical
hit on a roll of 19 or 20.
Second Wind (Short or Long Rest). On its turn, an
Elite Archer can use a bonus action to regain 1d10+3 hit Second Wind (Short or Long Rest). On its turn, an Elite
points. Guardsman can use a bonus action to regain 1d10+3 hit
points.
Actions
Longbow. Ranged Weapon Attack: +4 to hit, range Actions
150/600 ft., one creature. Hit: 6 (1d8+2) piercing dam- Khopesh (Longsword). Melee Weapon Attack: +4 to hit,
age. reach 5 ft., one creature. Hit: 6 (1d8+2) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2)
piercing damage. piercing damage.

Elite Archer & Guardsman 21


Engineer-Architect
(Background: Aigyptian)
Engineer-Architects are trained to design and over-
see construction of complex structures like aqueducts,
bridges, fortresses, monuments, palaces, roads, temples,
and tombs. They are usually found at or on their way to
or from worksites of various sorts, but might also occa-
sionally be encountered in undeveloped areas, scouting
and surveying potential construction spots or searching
ruins for lost techniques to incorporate into their own
works. A group of Engineer-Architects might be of ei-
ther gender or a mix of both. They can be of any align-
ments but the majority will be some variety of lawful.
An Engineer-Architect will typically have a quar-
terstaff, which is among the tools he or she uses for mea-
suring and surveying, and will likely also have a dagger.
Such professionals are not trained as combatants, how-
ever, do not wear armor, and will avoid conflict to the
greatest extent possible.

Engineer-Architect
Medium Humanoid (Human), any alignment
(usually lawful neutral)

Armor Class: 11
Hit Points: 18 (4d8)
Speed: 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 11 (+0) 16 (+3) 12 (+1) 11 (+0)

Skills: History +5, Investigation +5, Religion +5


Tool Proficiencies: Engineer-Architect’s Tools
Senses: passive Perception 11
Languages: Aigyptian, Common (Greek)
Challenge: 1 (200 XP)

Local Knowledge. An Aigyptian Engineer-Architect has


in-depth knowledge about Aígyptos and its communi-
ties, history, inhabitants, religion, lore, laws, mores, and
traditions. It knows two secrets or obscure facts about its
home community or sites where it has worked.

Magic of the Land. An Aígyptian Engineer-Architect has


a close connection with the land of its birth and can chan-
nel some of its abundant divine magic. It can choose any
one Cleric or Druid cantrip — usually Guidance — and
cast it three times a day. Its spellcasting ability is Wisdom
(spell save DC 11, +3 to hit with spell attacks).

Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4+1)
piercing damage.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5


ft., one creature. Hit: 4 (1d6+1) bludgeoning damage, or
5 (1d8+1) bludgeoning damage if used with two hands to
make a melee attack.

22 Engineer-Architect
Giant Dung Beetles
Vermin of this sort subsist on dung and roll it into
spherical balls that they push around, store in tunnels, or
simply dwell within. Giant Dung Beetles can fly, albeit
relatively slowly and clumsily, when they need to cross
obstacles or the like. Their blindsight is based on a keen
sense of smell that allows them to find the material that
is their namesake.
There is virtually no limit, given enough time and
dung, to the size such creatures can grow to, and a Large
Giant Dung Beetle is about 10 feet long. Giant Dung
Beetles often have large antlers that they can use in com-
bat, but not all such monsters are not so equipped and
those that are not simply ram threats to them instead.
The very largest Giant Dung Beetles can also trample
man-sized creatures that get in their way. As creatures
adapted to eating very soft food, however, dung beetles
do not have an effective bite attack.
Giant Dung Beetles have great significance in Aigy-
ptian religion and their activities are seen as representa-
tions of the sun’s daily passage around the world and are of such creatures exist, native to various heavenly and
widely are depicted throughout the country as scarabs, infernal realms, and might be found in or around the
which represent the ideas of transformation, renewal, temples dedicated to a number of Aigyptian deities, par-
and resurrection. Both celestial and fiendish versions ticularly Khepri, god of the rising sun.

Giant Dung Beetle, Large Giant Dung Beetle, Medium


Large Beast, unaligned Medium Beast, unaligned

Armor Class: 18 (natural armor) Armor Class: 17 (natural armor)


Hit Points: 68 (8d10+24) Hit Points: 39 (6d8+12)
Speed: 35 ft.; fly 25 ft. Speed: 30 ft.; fly 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+8) 10 (+0) 17 (+3) 2 (-4) 10 (+0) 7 (-2) 19 (+4) 12 (+1) 15 (+2) 2 (-4) 10 (+0) 7 (-2)

Skills: Athletics +8 Skills: Athletics +6


Senses: Blindsight 60 feet, passive Perception 10 Senses: Blindsight 50 feet, passive Perception 10
Languages: — Languages: —
Challenge: 2 (450 XP) Challenge: 1 (200 XP)

Trampling Charge. If a Giant Dung Beetle moves at Trampling Charge. If the Giant Dung Beetle moves at
least 20 feet straight toward a creature and then hits it least 20 feet straight toward a creature and then hits it
with a gore or ram attack on the same turn, that target with a gore or ram attack on the same turn, that target
must succeed on a DC 16 Strength saving throw or be must succeed on a DC 14 Strength saving throw or be
knocked prone. If the target is prone and smaller than knocked prone. If the target is prone and smaller than
itself, the Giant Dung Beetle can then make one stomp itself, the Giant Dung Beetle can make one stomp attack
attack against it as a bonus action. against it as a bonus action.

Actions Actions
Gore (Antlers). Melee Weapon Attack: +8 to hit, reach Gore (Antlers). Melee Weapon Attack: +6 to hit, reach 5
10 ft., one creature. Hit: 13 (2d6+6) piercing damage. ft., one creature. Hit: 9 (2d4+4) piercing damage.

Ram (No Antlers). Melee Weapon Attack: +8 to hit, Ram (No Antlers). Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 11 (2d4+6) bludgeoning reach 5 ft., one creature. Hit: 7 (1d6+4) bludgeoning
damage. damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one
prone creature. Hit: 11 (2d4+6) bludgeoning damage. prone creature. Hit: 7 (1d6+4) bludgeoning damage.

Giant Dung Beetles 23


Giant Dung Beetle, Small Giant Dung Beetle, tiny
Small Beast, unaligned Tiny Beast, unaligned

Armor Class: 16 (natural armor) Armor Class: 14 (natural armor)


Hit Points: 18 (4d6+4) Hit Points: 5 (2d4)
Speed: 25 ft.; fly 15 ft. Speed: 20 ft.; fly 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 2 (-4) 10 (+0) 7 (-2) 10 (+0) 14 (+2) 11 (+0) 2 (-4) 10 (+0) 7 (-2)

Skills: Athletics +4 Skills: Athletics +2


Senses: Blindsight 40 feet, passive Perception 10 Senses: Blindsight 30 feet, passive Perception 10
Languages: — Languages: —
Challenge: 1/4 (50 XP) Challenge: 0 (10 XP)

Actions Actions
Gore (Antlers). Melee Weapon Attack: Melee Weapon Gore (Antlers). Melee Weapon Attack: +4 to hit, reach
Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) 10 ft., one creature. Hit: 2 (1d4) piercing damage.
piercing damage.
Ram (No Antlers). Melee Weapon Attack: +4 to hit,
Ram (No Antlers). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d3) bludgeoning
reach 5 ft., one creature. Hit: 4 (1d4+2) bludgeoning damage.
damage.

24 Giant Dung Beetles


Giant Scorpions
Vermin like oversized, monstrous versions of scorpions
are much more common on the post-Cataclysmic world
than they were a century earlier and pose a constant haz-
ard not just in ruins but even in populated areas. They
are especially common in areas that are warm, particu-
larly in places with active volcanoes or other geological
activity, and are almost omnipresent in
subterranean areas. Such creatures
are stupid and often very
aggressive and this,
along with an
arsenal that
includes
natural
armor
and
dangerous
weapons like stingers, claws, and potent toxins that they
use to kill or incapacitate victims so that they can eat
them, make them very dangerous. There is no practical
limit to how large they can become.
Numerous subspecies of Giant Scorpion exist, some
peculiar to particular regions of Aigyptos and through-
out the Mediterranean, and these can vary in size, spe-
cific appearance, and color, which can range from yel-
low and pale tan, through brown and dark red, to dark
brown and black.

Giant Scorpion, Small Giant Scorpion, Medium


Small Beast, unaligned Medium Beast, unaligned

Armor Class: 13 (natural armor) Armor Class: 14 (natural armor)


Hit Points: 10 (3d6) Hit Points: 27 (5d8+5)
Speed: 20 ft. Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 11 (+0) 1 (-5) 8 (-1) 2 (-4) 11 (+0) 12 (+1) 13 (+1) 1 (-5) 9 (-1) 3 (-4)

Senses: Blindsight 30 feet, passive Perception 9 Senses: Blindsight 50 feet, passive Perception 9
Languages: — Languages: —
Challenge: 1 (200 XP) Challenge: 2 (450 XP)

Actions Actions
Multiattack. A Small Monstrous Scorpion makes two at- Multiattack. A Medium Monstrous Scorpion makes three
tacks: one with its claws and one with its sting. attacks: two with its claws and one with its sting.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. , Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. ,
one target. Hit: 4 (1d6+1) bludgeoning damage, and the one target. Hit: 4 (1d6+1) bludgeoning damage, and the
target is grappled (escape DC 8). target is grappled (escape DC 10). The scorpion has two
claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4+1) piercing damage, and the target Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one
must make a DC 10 Constitution saving throw, taking 11 creature. Hit: 5 (1d8+1) piercing damage, and the target
(2d10) poison damage on a failed save, or half as much must make a DC 11 Constitution saving throw, taking 13
damage on a successful one. (3d8) poison damage on a failed save, or half as much
damage on a successful one.

Giant Scorpion 25
Hippopotamus weight and females around 2,900. Smaller pygmy vari-
eties and much larger giant types of such creatures exist.
Hippopotami can be found along the banks of the Nile,
A number of deities are associated with or repre-
as well as throughout the waterways of its sprawling
sented as Hippopotami in Aigyptos. Ominous Set, god
delta on the coast of the Mediterranean Sea. These mas-
of chaos and darkness, is sometimes depicted as a red
sive “water cows” are easily irritated and potentially
Hippopotamus, and his consort Tawaret, a goddess of
very dangerous as a result of their great size and tusk-
pregnancy, birth, and the protection of children, is also
like canine teeth. Such great beasts have the ability to
often shown as this sort of creature. Chimerical goddess
capsize watercraft up to the size of a keelboat, so people
Ammit the soul eater has the hindquarters of a Hippo-
travelling by water tend to keep an eye out for Hippo-
potamus (along with the forequarters of a Lion and the
potami and to give them a wide berth.
head of a Crocodile).
Male Hippopotami average around 3,300 pounds in

Hippopotamus Trampling Charge. If a Hippopotamus on land moves


at least 20 feet straight toward a creature and then
Huge beast, unaligned
hits it with a melee attack on the same turn, that target
must succeed on a DC 15 Strength saving throw or be
Armor Class 12 (natural armor)
knocked prone. If the target is prone, the Hippopotamus
Hit Points 52 (5d12+20)
can make one stomp attack against it as a bonus action.
Speed 30 ft., Swim 30 ft.
Submerged Stealth. Although the Hippopotamus is too
STR DEX CON INT WIS CHA
hulking to employ stealth while on land — having no pro-
21 (+5) 10 (+0) 18 (+4) 2 (-4) 12 (+1) 8 (-1)
ficiency in it and suffering disadvantage on Stealth skill
checks — the creature has proficiency and advantage
Skills Perception +3
with it in water deep enough to conceal itself (Stealth +2).
Senses passive Perception 13
Languages —
Challenge 3 (700 XP)
Actions
Bite. Melee Weapon Attack: Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 18 (3d8+5) piercing damage.
Reckless. At the start of its turn, a Hippopotamus can
gain advantage on all melee weapon attack rolls it makes
Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one
during that turn, but attack rolls against it have advantage
prone creature. Hit: 18 (3d8+5) bludgeoning damage.
until the start of its next turn.

26 Hippopotamus
Gibetas 29
Lycanthrope: Werehyena humanoid body with a spotted furry hide and a
hyena head. Werehyenas are omnivorous and able
Werehyenas are tough Lycanthropes that are some-
to eat almost anything, including both carrion and
what scrappy in appearance and who tend to keep
things they have hunted and killed themselves.
to themselves, living either solitarily or in small,
Werehyenas generally despise Gnolls, resent
close-knit, often matriarchal communities away
being confused with them, and tend to either avoid
from other people. They can appear variously in
them if they must or exterminate them if they can.
humanoid, hyena, or hybrid form consisting of

Werehyena
Medium Humanoid (Human, Shapechanger), lawful
neutral

Armor Class: 12 in humanoid form, 13 (natural armor)


in hyena or hybrid form
Hit Points: 52 (8d8 + 16)
Speed: 30 ft. (50 ft. in hyena form)

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0)

Skills: Perception +3, Stealth +4


Damage Immunities: Bludgeoning, piercing, and
slashing from nonmagical attacks not made with
silvered weapons
Senses: passive Perception 13
Languages: Common (cannot speak in hyena form)
Challenge: 3 (700 XP)

Shapechanger. The werehyena can use its action to


polymorph into a hyena-humanoid hybrid or a hyena,
or back into its true form, which is humanoid. Its statis-
tics, other than its AC, are the same in each form. Any
equipment it is wearing or carrying is not transformed. It
reverts to its true form if it dies.

Rampage. When a werehyena in hybrid or animal form


reduces a creature to 0 hit points with a melee attack on
its turn, it can take a bonus action to move up to half its
speed and make a bite attack.

Actions
Multiattack (Hybrid Form Only). When in hybrid form
the werehyena can make two attacks, one with its bite
and one with a heavy cudgel that is the equivalent of a
mace.

Bite (Hyena or Hybrid Form Only). Melee Weapon


Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
piercing damage. If the target is a humanoid it must suc-
ceed on a DC 12 Constitution saving throw or be cursed
with werehyena lycanthropy.

Crush (Hyena or Hybrid Form Only). If a werehyena


rolls a natural 20 on a bite attack then it has clamped
its powerful jaws around one of its victim’s limbs and
inflicted crushing damage to it, not just inflicting double
damage as per a normal critical hit but also treating all
damage rolls of 1-3 as 4s.

Mace (Humanoid Form Only). Melee Attack: +4 to hit,


reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning
damage.

28 Lycanthrope: Werehyena
Merchant and material gain. Such characters will generally be ac-
companied by guards, and they will also typically wear
(Background: Guild Merchant) armor and carry weapons while travelling, putting them
Merchants are characters who make a living buying and away when conducting business or in communities.
selling goods at a profit. Some of the most daring person- A great many Merchants encountered in Aigyptos
ally transport commodities from one isolated settlement are not actually native to the country and might instead
to another or across vast expanses of wilderness, gener- be from various Greek-speaking lands, the city state of
ally in small groups, and are willing to risk the hazards Tyre, or other places, and almost all will use the city of
of such a life in exchange for independence, excitement, Alexandria as their local base of operations.

Merchant DC
DC 10
Task Difficulty
Common (e.g., simple weapons, light armor,
Medium Humanoid (any race), any alignment
adventuring gear worth 100 gp or less)
(usually lawful)
DC 15 Uncommon (e.g., martial weapons, medium
armor, gear worth more than 100 gp)
Armor Class: 13 (studded leather)
DC 20 Rare (e.g., gems, common jewelry, heavy
Hit Points: 15 (3d8)
armor, simple mechanical devices, potions,
Speed: 30 ft.
scrolls)
DC 25 Very Rare (e.g., fine jewelry, complex
STR DEX CON INT WIS CHA
mechanical devices, permanent magic items)
10 (+0) 13 (+1) 12 (+1) 15 (+2) 10 (+0) 12 (+1)
DC 30 Unique (e.g., artifacts, relics, “priceless” items)
Saving Throws: Intelligence +4, Charisma +3
Failure means that the Merchant estimates the value of
Skills: Animal Handling +2, Appraise* +6, Insight +2,
an item at 50% to 200% of its actual value (3d6+2 times
Perception +2, Persuasion +3
10%) — or, at the storyteller’s option, simply has no idea
Tool Proficiencies: Land Vehicles
what it is worth. A magnifying glass provides a +2 bonus
Senses: passive Perception 13
on checks involving any item that is small or highly-de-
Languages: Aigyptian, Common (Greek)
tailed, such as a gem. A Merchant’s scale bestows a +2
Challenge: 1 (200 XP)
bonus on checks involving any items that are valued by
weight, including anything made of precious metals.
*Appraise. A Merchant has a good eye for value and can
add double his proficiency bonus to Intelligence checks
made to appraise the value of goods. He can attempt to
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
assess the value of items by making an Intelligence (Ap-
reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4+1)
praise) check, with a DC appropriate to their rareness:
piercing damage.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,


one creature. Hit: 4 (1d6+1) piercing damage.

30 Merchant
Skeleton: Canine Animal
Medium undead, lawful evil

Armor Class: 12
Hit Points: 13 (2d8+4)
Speed: 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 15 (+2) 3 (-4) 9 (-1) 3 (-4)

Damage Vulnerabilities: Bludgeoning


Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60ft., passive Perception 9
Languages: —
Challenge: 1/2 (100 XP)

Pack Tactics. A Canine Animal Skeleton has advantage


on an attack roll against a creature if at least one of its
allies is within 5 feet of the creature and the ally is not
incapacitated.

Actions
Sphinx: Criosphinx
Large monstrosity, neutral
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) piercing damage. If the target is a
Armor Class: 15 (natural armor)
creature, it must succeed on a DC 11 Strength saving
Hit Points: 104 (11d10+44)
throw or be knocked prone.
Speed: 40 ft.; fly 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 18 (+4) 10 (+0) 12 (+1) 17 (+3)

Sphinx: Criosphinx Skills: Investigation +3, Perception +4, Religion +3


Damage Resistances: Bludgeoning, piercing, and
A Criosphinx has the body of a powerful lion, the head of
slashing from nonmagical attacks
a giant ram, and great eagle-like wings. Such creatures Damage Immunities: Psychic
do not have the legendary abilities of the more powerful Condition Immunities: Charmed, frightened
Androsphinges and Gynosphinges, nor are they as smart Senses: Truevision 120 feet, passive Perception 14
or complex as such creatures, but they are often curious Languages: Sphinx, Aigyptian
about things that are new to them and tend to be quite Challenge: 8 (3,900 XP)
greedy. Criosphinges sometimes serve as guardians for Inscrutable. A Criosphinx is immune to any effect that
important tombs, temples, or palaces. A Criosphinx is would sense its emotions or read its thoughts, as well as
always male and on the lookout for a Gynosphinx with any divination spell that it refuses. Wisdom (Insight) abil-
which to mate. ity checks made to ascertain the creature’s intentions or
sincerity are made at disadvantage.

Magic Weapons. A Criosphinx ‘s weapon attacks are


magical.

Charge. If a Criosphinx moves at least 20 feet straight


toward a target and then hits it with its horns on the same
turn, the target will take an extra 9 (2d8) bludgeoning
damage. If the target is a creature, it must succeed on a
DC 16 Strength saving throw or be knocked prone.

Actions
Multiattack. A Criosphinx makes two attacks with its
claws or one with its claws and one with its horns.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 14 (2d8+5) slashing damage.

Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 14 (2d8+5) bludgeoning damage.

Skeleton: Canine Animal - Sphinx: Criosphinx 31


Sphinx: Hieracosphinx
A Hieracosphinx has the body of a great lion, the
head of a giant hawk, and large feathered wings.
Such creatures do not have the legendary abilities
of the most powerful Sphinges, nor are they
as smart or complex as such creatures,
but they are predatory, cruel, and
perpetually hungry. They are
always male and on the look-
out for Gynosphinges
with which
to mate.

Sphinx: Hieracosphinx Keen Sight. A Hieracophinx has advantage on Wisdom


Large monstrosity, chaotic evil
(Perception) checks that rely on sight.
Armor Class: 15 (natural armor)
Magic Weapons. A Hieracophinx’s weapon attacks are
Hit Points: 85 (10d10+30)
magical.
Speed: 40 ft.; fly 80 ft.
Pounce. If a Hieracophinx moves at least 20 feet straight
STR DEX CON INT WIS CHA
toward a creature and then hits it with a claw attack on
18 (+4) 14 (+2) 16 (+3) 6 (-2) 16 (+3) 16 (+3)
the same turn, that target must succeed on a DC 15
Strength saving throw or be knocked prone. If the target
Skills: Intimidate +6, Perception +6, Survival +6
is prone, the Hieracophinx can make one beak attack
Damage Resistances: Bludgeoning, piercing, and
against it as a bonus action.
slashing from nonmagical attacks
Damage Immunities: Psychic
Condition Immunities: Charmed, frightened
Actions
Multiattack. A Hieracophinx makes two attacks with its
Senses: Truevision 120 feet, passive Perception 16
claws or one with its claws and one with its beak.
Languages: Sphinx, Aigyptian
Challenge: 5 (1,800 XP)
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d6+4) slashing damage.
Inscrutable. A Hieracophinx is immune to any effect that
would sense its emotions or read its thoughts, as well as
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one
any divination spell that it refuses. Wisdom (Insight) abil-
target. Hit: 14 (2d8+4) piercing damage.
ity checks made to ascertain the creature’s intentions or
sincerity are made at disadvantage.

32 Sphinx: Hieracosphinx)
Tomb Robber might prove very useful to a party without a Rogue who
wishes to explore or rob tombs). Such characters will
(Background: Aigyptian) often pose as miners, prospectors, or others who might
A Tomb Robber is an experienced thief who specializes have the same sorts of equipment and be operating in the
in breaking into and looting burial chambers of various same general areas.
sorts. A Tomb Robber who attacks with a light hammer
One or more Tomb Robbers might approach a party in one hand will also attack with a dagger in the other
for purposes of enlisting their aid, fencing goods, at- (but in that case does not add its ability modifier to the
tempting to rob them, or other appropriate reasons (and dagger’s damage).

Tomb Robber Magic of the Land. An Aígyptian Tomb Robber has a


close connection with the land of its birth and can chan-
Medium humanoid (Human), any non-lawful alignment
nel some of its abundant divine magic. It can choose
any one Cleric or Druid cantrip — usually Guidance or
Armor Class 13 (leather armor)
Produce Flame — and cast it twice a day. Its spellcasting
Hit Points 16 (3d8+3)
ability is Wisdom (spell save DC 10, +2 to hit with spell
Speed 30 ft.
attacks).
STR DEX CON INT WIS CHA
Tunnel Crawler. Climbing does not cost a Tomb Robber
11 (+0) 14 (+2) 12 (+1) 11 (+0) 11 (+0) 10 (+0)
extra movement, and when it makes a running jump the
distance it covers increases by a number of feet equal to
Saving Throws: Dex +4, Int +2
its Dexterity modifier.
Skills: Athletics +2, Deception +2, Investigation +2, Stealth +6
Tool Proficiencies: Thieves’ Tools (+6 on skill checks)
Senses: passive Perception 10
Actions
Light Hammer. Melee or Ranged Weapon Attack: +4
Languages: Aigyptian, Thieves’ Cant
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
Challenge 2 (450 XP)
(1d4+2) bludgeoning damage.
Backstabber. A Tomb Robber knows how to strike subtly
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
and exploit a foe’s distraction. Once per turn, it can deal
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2)
an extra 2d6 damage to one creature it hits with an at-
piercing damage.
tack if it has advantage on the attack roll and is using a
finesse or ranged weapon. It does not need advantage
on the attack roll if another enemy of the target is within 5
feet of the target, if that enemy is not incapacitated, and if
Bonus Actions
Cunning Action. A Tomb Robber can take a bonus
it does not have disadvantage on the attack roll.
action on each of its turns in combat to take the Dash,
Disengage, or Hide actions; a Dexterity (Sleight of Hand)
Local Knowledge. An Aigyptian Tomb Robber has
check; use its thieves’ tools to disarm a trap or open a
in-depth knowledge about Aígyptos and its communi-
lock; or take the Use an Object action.
ties, history, inhabitants, religion, lore, laws, mores, and
traditions. It knows two secrets or obscure facts about
local tombs.

Tomb Robber 33
Typhonic Beast nal. Typhonic Beasts are, in fact, native to the Egyptian
Hell and are sometimes found associated
Typhonic Beasts generally stand almost 5 feet high at the
with various ominous deities, notably
shoulder, weigh about 140 pounds, and have squared-
god of darkness and chaos Set, and
off ears, long, forked tails, and glowing red eyes. Their
can sometimes be found dwelling
hides are a mottled patchwork of red, black, and tan, the
near or serving as guardians
colors of the desert. They are generally doglike in ap-
of temples and other places
pearance and demeanor, but their heads are more similar
devoted to them. Set is,
in many ways to those of donkeys, aardvarks, or giraffes
in fact, often depicted
than they are to those of canines.
as having the head of
Such creatures cannot speak but understand Infer-
a Typhonic Beast.

Typhonic Beast Pack Tactics. A Typhonic Beast has advantage on an


attack roll against a creature if at least one of its allies is
Medium fiend, lawful evil
within 5 feet of the creature and that ally is not incapaci-
tated.
Armor Class: 15 (natural armor)
Hit Points: 52 (8d8+16)
Magic Weapons. A Typhonic Beast’s attacks are magi-
Speed: 50 ft.
cal.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 6 (-2) 14 (+2) 6 (-2)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8+3) piercing damage plus 3 (1d6) fire
Skills: Perception +6, Survival +4
damage.
Damage Resistances: Metal, Stone
Damage Immunities: Fire, see below
Searing Breath (Recharge 5-6). A Typhonic Beast
Senses: Darkvision 60 ft., passive Perception 16
exhales fire and superheated sand in a 15-foot cone.
Languages: Understands Infernal but cannot speak it
Each creature in that area must make a DC 12 Dexterity
Challenge: 4 (1,100 XP)
saving throw, taking 14 (4d6) fire damage and 14 (4d6)
slashing damage on a failed save, or half as much dam-
Desert Predator. A Typhonic Beast has advantage on
age on a successful one.
Stealth skill checks when in desert, rocky, or fiery condi-
tions. It also has advantage on Survival skill checks when
Whirlwind. As a bonus action, a Typhonic Beast can
tracking by scent, due to its keen sense of smell. It is
cause a wind to rise up and swirl around it in a 10-foot ra-
also immune to the harmful effects of natural phenom-
dius, causing missile attacks against it to be at disadvan-
ena like sandstorms, to include damage or any special
tage. This wind lasts up to a minute, and if the Typhonic
effects or conditions caused by them (e.g., the blind-
Beast is killed or incapacitated then the wind will fade
ness, exhaustion, and disease that might be inflicted by
away within a round. If desired, the Typhonic Beast can
sandstorms (q.v.)).
also create a size Small whirlwind — which creatures of
its kind love to chase and nip at — and multiple beasts
Keen Hearing and Smell. A Typhonic Beast has advan-
can combine their separate whirlwinds into a single larger
tage on Wisdom (Perception) checks that rely on hearing
one (size Medium for two to seven beasts, size Large for
or smell.
eight to 11 beasts, size Huge for 12 beasts). This whirl-
wind cannot attack and is primarily a narrative effect but
can be distracting or intimidating to foes.

34 Typhonic Beast
Villager Villagers are not likely to have much monetary trea-
sure and any present is at the discretion of the storyteller.
(Background: Aigyptian) Beyond this, however, a village will generally have, de-
Villagers are the inhabitants of the innumerable small pending on its relative prosperity, 100-1,000 gold pieces
agricultural communities that can be found throughout worth of bulky agricultural commodities that it keeps as
Aigyptos. They are generally encountered in or around a surplus or uses for trade. At the lower end this might
their villages, performing activities like working in ag-
ricultural fields, tending orchards, herding livestock, or
laboring on public works like roads or dams. A group
Villager
of them might be of either gender or a mix of both and Medium humanoid (human), any alignment
might have some children with them, all depending on (usually lawful neutral)
what sort of activities they are engaged in. They can
be of any alignments but the majority in any particular Armor Class 10
Hit Points 4 (1d8)
community will be some variety of lawful.
Speed 30 ft.
Villagers will have good knowledge of who or what
might be found in our right around their communities, STR DEX CON INT WIS CHA
will have some sense for any hazards or threats bordering 12 (+1) 10 (+0) 10 (+0) 10 (+1) 11 (+0) 10 (+0)
them, and will typically know little or nothing accurate
about the world beyond. Skills: Animal Handling +2, Perception +2, Religion +2,
Stealth +2
A Villager may have a weapon of some sort, espe- Senses: passive Perception 12
cially if it is something that can be used as a tool or for Languages: Aigyptian
fending off wild animals. Most will not be equipped with Challenge: 1/8 (25 XP)
any armor, however, will generally flee in the face of
threats unless they have good leadership and overwhelm- Local Familiarity. A Villager has advantage on Insight,
Perception, and Stealth skill checks made in or around
ing numerical superiority, and are not likely to lightly
the immediate vicinity of its village, including any affiliated
stand their ground against dangerous foes. fields, marshes, or other areas where people might work
on a regular basis.

Local Knowledge. An Aigyptian Villager has in-depth


knowledge about Aígyptos and its communities, history,
inhabitants, religion, lore, laws, mores, and traditions. It
knows two secrets or obscure facts about its village or
the area around it.

Magic of the Land. An Aígyptian Villager has a close


connection with the land of its birth and can channel
some of its abundant divine magic. It can choose any
one Cleric or Druid cantrip — usually Druidcraft — and
cast it twice a day. Its spellcasting ability is Wisdom (spell
save DC 10, +2 to hit with spell attacks).

Actions
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4+1) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +3 to hit,


reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4+1)
piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +3 to hit,


reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d6+1)
slashing damage.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5


ft., one creature. Hit: 4 (1d6+1) bludgeoning damage, or
5 (1d8+1) bludgeoning damage if used with two hands to
make a melee attack.

Sling. Ranged Weapon Attack: +3 to hit, range 30/120


ft., one creature. Hit: 3 (1d4+1) bludgeoning damage.

Villager 35
consist of fruits and vegetables, mid-range it might consist
of wheat or beer, and at the upper range it might include
things like dried dates or wine.
Any number of Villagers, from one to 100, might
be encountered while engaged in various pursuits in the
area around their village. A village itself will generally be
home to 100-1,000 adult villagers, about equally divided
between sexes, but hamlets and other vestigial commu-
nities may have a tenth as many inhabitants and market
centers might have twice as many (along with characters
like Merchants). A village will also have present 50% as
many children as there are adults.
For every 10 villagers there will be one who has all
the characteristics of a Guard and these will, in addition
to their normal labors, act as a defense force for their vil-
lage. For every 100 villagers there will also be a Veteran,
and one such person will serve as the headman of the
community.
Aigyptian villages will almost always have at least a
small religious complex and affiliated religious staff as-
sociated with it. For every 50 villagers there will be one
Acolyte at such a facility and in addition to these there
will be a Priest who serves as both its head and as a local
governmental official. This facility will be protected by
a dedicated guard force commensurate in size with its
importance that typically consists of 5d20 Elite Archers
and/or Elite Guards (q.v.).
See the official 5th Edition statistics for the Acolyte,
Cultist, Cult Fanatic, Guard, Priest, and Veteran.

36 Villager
Appendix A : Background — Aigyptian
ollowing is the background for the Aígyptian, Feature: Magic of the Land

F which represents a quintessential inhabitant of


the theocratic nation of Aígyptos and should be
applied to most of the people of its numerous ag-
ricultural villages. Characters from places like temple
or palace complexes, military bases, or the coastal city
As an Aígyptian, you have a close connection with the
land of your birth and can channel some of its abundant
divine magic. You can choose any one Cleric or Druid
cantrip and cast it a number of times per day equal to
your proficiency bonus plus your Wisdom bonus and
of Alexandria will likely have the more general sorts of are known throughout your community for being able
backgrounds that might be found anywhere. to do so. Druidcraft is most common among farmers,
and Guidance among fishers and artisans, but all can be
Aigyptian found to some extent — and, with the ascendency of the
serpent god Set, Poison Spray appears with increasing
You are an inhabitant of the hierarchical religious nation
frequency.
of Aígyptos and probably live within one of the many
farming communities that lie along the banks of the Nile
River or throughout its sprawling delta on the Mediter- Feature: Local Knowledge
ranean coast. You are likely a farmer, tending fields of You have in-depth knowledge about Aígyptos and its
grain, flax, and vegetables and groves of date palms; a communities, history, inhabitants, religion, lore, laws,
fisher, casting your nets into the Nile or the waters of mores, and traditions. For each point of your proficiency
the Mediterranean; or an artisan, creating items for use bonus, you know one secret or obscure fact about a spe-
in agricultural villages or the religious complexes they cific area of Aígyptos equal in size to a village, probably
support (e.g., tools, pottery, beer, cloth, religious items). your own community but possibly a locale like a moun-
Your duties include periodically laboring on public tain valley, salt marsh, or river island. Work with your
works and possibly — especially if you have combat storyteller to determine the information you know and
training — serving as a member of the militia. You may how it might tie in with past, present, and future adven-
have seen coinage but have probably never handled or tures. Examples might include the location of some for-
used it, relying strictly on barter to acquire any goods gotten tombs from an earlier era, the place within a pa-
you might need. While foreigners may refer to your pyrus marsh where a particularly large crocodile dwells,
country as Aígyptos or Stygia, you know it as Kemet, or some especially bountiful date palms that produce
the fertile “land of the black earth.” fruit in excess of what needs to be reported to officials.
You were raised to understand that your primary When you make an ability check that would be af-
role in life is to support maat, the order that allows your fected by your knowledge of Aígyptos, you may add
village, the nation overall, and the cosmos itself to con- your proficiency bonus to it (e.g., to determine the prop-
tinue functioning properly. This idea has been inculcat- erties of indigenous plants, to know a pertinent fact
ed into you by the religion of your people, which reveres about the history of a particular village).
a broad pantheon of natural, cosmological, and under-
world deities, one or possibly a group of two to four of
which are specifically associated with your community.
You learn about these gods through the hierarchy of
priests that serve as the local, regional, and national of-
ficials of Aígyptos and interact with them through their
idols in the temples where they dwell and during fes-
tivals when they are put on display or taken from one
place to another. You know that a god-king, or pharaoh,
rules over the nation overall but probably have never
seen him and are not ever likely to.

Skill Proficiencies: Animal Handling, Religion


Tool Proficiencies: Farmer’s tools, fisher’s tools, or one
type of artisan’s tools.
Equipment: A set of tools; a set of common clothes;
and 20 gp worth of goods (e.g., grain, dates, dried
fish, manufactured items like farming tools or pots).
Appendix A: Backgrounds 37
Suggested Characteristics
Residents of Aígyptos tend to be less worldly than those
of lands visited by more foreigners and, as such, are
often also more conservative and close-minded, which
sometimes makes them seem dull or unimaginative
to outsiders. They tend to be pious, hardworking, and
community-oriented and to function best in ordered and
predictable environments.

d8 Personality Trait
1 I relish the ordered simplicity of my homeland
and never feel more at ease than when I am
engaged in the routines associated with it.
2 There is nothing I enjoy as much as the
festivals and seasonal pageants associated
with the gods, especially things like parades,
ceremonies, and the procession of idols from
one temple to another.
3 I have an abiding horror of the deep, empty,
d6 Bond
dead desert that lies just beyond the civilized
1 Aígyptos is my home and, even though I may
world and seems to stretch away eternally.
travel to other places, I will never live anywhere
4 I don’t mind work, but what I really appreciate
else and will ultimately return to be buried here.
are the fun things that follow it, ideally on a
2 I will have no gods other than those of my
daily basis, such as games, sports, musical
homeland and will always support the values
performances, and/or drinking.
and ideals they stand for.
5 I so want to see the great city of Alexandria and
3 I am committed to protecting Aígyptos from
all the wonders it contains — and perhaps even
anything that might threaten it, whether from
to go beyond it and into the wider world!
within or without.
6 I love both telling and hearing stories about the
4 The welfare of my own community in Aígyptos
gods and feel edified as a result of doing so.
is more important to me than anything else.
7 There are few things I like as much as working
5 I will always render aid to a fellow Aígyptian if
with my hands and enjoying the fruits of my
possible — and to kin and neighbors even if it
labors.
seems as if it might not be.
8 Simple as it might seem in communities like
6 Whatever I might move onto in my life, I will not
the one where I live, I know that my country
ever forget my roots as common person from a
hides many secrets, and feel that my life is a
simple community.
journey to discover what they are.
d6 Flaw
d6 Ideal
1 All those old tombs are supposed to be sacred,
1 Piety. The gods have given us everything that
but I did not know the people who are in them
we have and I am committed to revering them
and think all the good things buried there would
and upholding the traditions associated with
better serve living people (like me).
them. (Lawful)
2 Lions, crocodiles, jackals, and other animals
2 Balance. Everything happens for a reason,
need to eat, too, and I can’t get too upset about
even if we do not understand what it is, and
them periodically grabbing a person, even
good and evil alike must be accepted as part of
someone like a child.
the natural order. (Neutral)
3 If the serpent god Set is so bad then why do
3 Covetousness. It is just fine if other people
the priests tell us he is “ascendant” right now
want to live in poverty while priests and their ilk
and pay homage to him? There is, in fact, a lot
enjoy luxury, but I am going do whatever it takes
he represents that makes sense to me …
to also live comfortably. (Evil)
4 Gods of other lands are detestable to me and I
4 Justice. Everyone, even simple or common
will do what I can to foil their aims and those of
people, deserves the right to be treated well
their followers.
and cared for by the community if they do what
5 I love competition and sports so much that I will
is expected of them. (Good)
do just about anything to win at them.
5 Industriousness. There is nothing more key to
6 I get annoyed when I consider how much
success and happiness than hard work. (Any)
better would be the lives of common people if
6 Privacy. I so despise being watched and
so many resources, including their labor, did not
having people mind my business and comment
get devoted to building things like huge tombs.
on it. (Chaotic)

38 Appendix A: Backgrounds
Appendix B : Environmental Hazards
ny number of natural hazards might cause and, if successful, will take no damage (roll randomly to

A problems for an adventuring party, especially


one that leaves the beaten path and heads out
into undeveloped wilderness areas. In or on the
edge of the desert, along the banks of a river, or if the
party is stationary such hazards might include power-
see who is affected if multiple characters are equally in
the lead). If the character fails the save, he will take 11
(2d10) bludgeoning damage (Note: storytellers are en-
couraged to consider increasing this damage to a num-
ber of d10s equal to the proficiency bonus of the most
ful sandstorms. In hills, characters might slip on rough powerful character in the party).
pathways or large rocks might come bouncing down to- Up to one appropriate or randomly-selected charac-
ward the party and strike one or more of its members. In ter behind the lead person must also make a DC 10 Dex-
marshy terrain along the banks of the Nile or in its huge terity saving throw to avoid being struck by the rock.
delta, the party could wander into a patch of quicksand. If it succeeds, the character will take no damage, and
if it fails it will take 11 (2d10) bludgeoning damage (or
more if the storyteller decides to increase this damage to
Dislodged Rock a number of d10s equal to the proficiency bonus of the
One of the hazards faced by those travelling through most powerful character in the party).
hilly areas is rocks becoming dislodged from areas In addition to suffering damage, a character struck
above them and bouncing down toward them, possibly by a rock must also make a DC 12 Strength save if they
with lethal results. If characters are subjected to this are on a slope and, failing it, be knocked down the hill,
hazard, each can attempt a DC 15 Wisdom (Perception) suffering 1d3 bludgeoning damage for every 10 feet that
or Wisdom (Survival) check to spot the incoming rock. it rolls. A rolling creature can attempt a DC 10 Constitu-
If successful, they will have advantage on subsequent tion saving throw after every 10 feet of descent and, if
saving throws to avoid being struck by the rock. it succeeds, manages to arrest its descent. This hazard
Lead character in the party must make a DC 15 will not cause a character to roll downward more than
Dexterity saving throw to avoid the incoming boulder 200 feet or suffer more than 20d3 bludgeoning damage.

Appendix B: Environmental Hazards 39


Unstable Trail Characters unfamiliar with sandstorms might not
understand what they are looking at or know the best
Unimproved and natural trails through hills and other
means for dealing with it. Those experienced with such
rough terrain, such as those beaten down by herd ani-
phenomena, however, might be able to use the time they
mals, can frequently be treacherous and cause travelers
have bought to seek appropriate cover or take other ac-
to lose their footing and possibly become injured. If a
tions to prepare themselves for what is coming.
creature is exposed to this hazard, it must make a DC 10
Wind strength within a typical sandstorm will be 20
Dexterity saving throw, and if it fails this save will take
to 60 (2d3x10) miles per hour and visibility is reduced
1d3 points of bludgeoning damage and have painfully
to 10 to 60 (1d6x10) feet; within this range vision is
sprained its ankle or twisted its knee. If this happens, the
lightly obscured and creatures have disadvantage on
creature’s walking speed will be reduced by 10 feet until
Wisdom (Perception) checks that rely on sight or hear-
it regains at least 1 hit point.
ing, and beyond it vision is heavily obscured and blocks
If a creature critically fails this saving throw on a
vision entirely.
natural roll of 1, it will end up falling down the slope
Within areas unprotected from the storm all ranged
it is on and suffer 1d3 bludgeoning damage for every
weapon attacks are at disadvantage; gas and vapors
10 feet that it rolls. A rolling creature can attempt a DC
are immediately dispersed; candles, torches, and simi-
10 Constitution saving throw after every 10 feet of de-
lar unprotected flames are extinguished; and protected
scent and, if it succeeds, manages to arrest its descent.
flames, such as those of lanterns, will flicker wildly
This hazard will not cause a character to roll downward
and have a 50% chance per minute of being blown out.
more than 200 feet or suffer more than 20d3 bludgeon-
Furthermore, each foot of movement costs two feet of
ing damage.
speed, and this penalty stacks with that for difficult ter-
While this hazard is intended to afflict the charac-
rain, causing each foot of movement to cost three feet
ters in a party just once when it is rolled, and possibly
of speed for characters exposed to both sandstorms and
their mounts and other animals, the storyteller can use
things like jagged lava fields.
the guidelines provided here to make this danger more
For each hour or portion thereof that a character is
persistent (e.g., every round if characters are engaged
exposed to a sandstorm it must make a DC 12 Constitu-
in combat, once every 10 minutes if they are travelling
tion check and a DC 12 Dexterity check.
over an area of especially treacherous terrain).
* If a creature fails the Constitution check it suffers
1d6 points of slashing damage, mostly to its respiratory
Quicksand system and lungs, and if it fails on a roll of 1 then it also
acquires one level of exhaustion and must make another
Use the official 5th Edition guidelines in the Dungeon
Master’s Guide for Quicksand. DC 12 saving throw to avoid contracting a random dis-
ease.
* If a creature fails its Dexterity check then it is
Sandstorm blinded until such time as this condition is reversed by
While sand and dust are frequently blowing around appropriate magic (e.g., Lesser Restoration) or it is sub-
the deserts and semi-arid farmlands of Aigyptos, a true jected to three successful daily DC 12 Wisdom (Medi-
sandstorm can rise up in the wake of otherwise regular cine) checks. If three of these daily checks are success-
bad weather, on its own, or as the result of potent magic, ful the creature will have its sight restored and if three
and can be quite dangerous. Most people familiar with fail before this happens then it will remain blinded until
these powerful phenomena know that the best response this condition can be reversed magically. None of these
to an incoming sandstorm is to seek protection from the successes or failures need to be consecutive, just to total
best cover possible and wait until it is over (options that three.
might not always be available or viable to adventurers). Both the Constitution and Dexterity saves are made
A typical sandstorm will be a mile high and might be as at advantage for characters sheltering in areas like huts,
much as 60 miles wide and stretch from one end of the unsealed ruins, shallow open caves, and similar places,
horizon to another and will last 2d12 hours. and are unnecessary for characters in places like shut-
A character can attempt to make a Wisdom (Percep- tered stone buildings, closed up tombs, and the like.
tion) or Wisdom (Survival) ability check, whichever is Characters attempting to shelter under cloaks, cover
better, to spot an incoming sandstorm, and the result of their faces, and employ similar measures can opt to
its roll is the number of rounds before the hazard reaches make Wisdom (Survival) rolls at the same DCs in lieu
it. A storyteller can also use characters’ passive Percep- of either sort of saving throw, and someone with this
tion or Survival scores to dertermine how long they skill can extend its benefits to a number of companions
have between when they spot a sandstorm and when it equal to its proficiency bonus.
hits them.

40 Appendix B: Environmental Hazards


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42 Open Game License Version 1.0a


Swords of Kos Fantasy Campaign Setting

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