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Anhur, God of War and Hunting

  • Pantheon: Egyptian Pantheon
  • Deity Title: Anhur, God of War and Hunting
  • Deity Symbol: A spear or a spear-tip and a shinx
  • Home Plane: The Duat
  • Deity Level: Intermediate Deity
  • Alignment: Chaotic Good
  • Aliases: Anhuret, Onuris
  • Superior: None
  • Traditional Allies: Bast, Hathor, Horus, Neith, Sekhmet
  • Traditional Foes: Apophis, Apep, Set
  • Divine Artifact: The Spear of Anhur
  • Servants: Soldiers, archers, hunters
  • Servitor Creatures: Sphinxes, griffins
  • Sacred Animal: Lion
  • Manifestations: Anhur can appear as a handsome man wearing a headdress with four feathers, carrying a spear, and riding a chariot pulled by two lions.
  • Signs of Favor: Blessing warriors and hunters with good fortune, success, and protection.
  • Worshipers: Soldiers, hunters, archers, adventurers, and those who seek protection and success in battles.
  • Cleric Alignments: CG, CN, NG
  • Specialty Priests: Archers and soldiers
  • Holy Days: The first day of the first month of the Nile flood season and the Feast of Anhur on the fifteenth day of the fourth month.
  • Portfolio: War, hunting, protection, success, and victory.
  • Domains: Chaos, Good, Protection, Strength, War
  • Favored Weapon: Longbow or Spear
  • Favored Class: Fighter
  • Favored Race: Humans and Leonin
  • Duties of the Priesthood: Defend and protect the community, organize military and hunting expeditions, and lead troops to victory.
  • Major Cult/Temple Sites: Temple of Anhur in Thinis, the city of This, and the Temple of Amun in Thebes.
  • Benefits: Access to Anhur’s divine spells, protection, and good fortune in battles and hunting.

Anhur, the god of war and hunting in Egyptian mythology, is a fierce and powerful deity with a strong sense of duty and purpose. He is often depicted as a man with a lion’s mane, wielding a spear and a shield, ready to defend his people and strike down his enemies. As one of the most important gods in the Egyptian pantheon, Anhur plays a key role in both religious and political affairs.

Anhur is fiercely protective of his people and is always ready to go to battle in defense of his homeland. He is known for his bravery and his ability to inspire courage in others, and is often called upon by other gods to lead their armies in times of war. Anhur is a skilled hunter as well, and is often seen with a bow and arrow, stalking his prey in the wilds.

Despite his fearsome reputation, Anhur is not a bloodthirsty deity. He sees war as a necessary evil, a means to an end rather than an end in itself. He fights not for glory or personal gain, but to protect the innocent and ensure the survival of his people. Anhur’s ultimate goal is to bring peace and prosperity to his land, to create a world where his people can live free from fear and oppression.

To achieve his goals, Anhur works closely with the other gods of the Egyptian pantheon, using his skills as a warrior and hunter to defend their interests and advance their cause. He is respected and feared by both his allies and his enemies, and is known to be a wise and strategic leader on the battlefield. Anhur is also revered by his people, who look to him as a symbol of strength, courage, and righteousness.

Anhur is a tall and muscular man with a lion’s head and fur covering his body. He wears a kilt and carries a spear, and his piercing golden eyes exude a sense of strength and fierce determination.

In conclusion, he is a complex and powerful deity, a fierce warrior and skilled hunter who fights for the greater good of his people and the Egyptian pantheon as a whole. Despite the violence and chaos that often surround him, he remains steadfast in his commitment to his beliefs and his ultimate goal of creating a better world for all.

Anhur, God of War and Hunting

Anhur, God of War and Hunting

Medium deity (chaotic good),

Armor Class 28 (natural armor)
Hit Points 850 (50d8 + 500)
Speed 60 ft.

30 (+10)28 (+9)30 (+10)22 (+6)26 (+8)28 (+9)

Saving Throws Str +20, Dex +19, Con +20, Int +15, Wis +17, Cha +19
Skills Athletics +20, Perception +17
Senses truesight 120 ft., passive Perception 27
Languages all, telepathy 120 ft.
Challenge 30 (155,000 XP)

Divine Traits. Anhur has advantage on saving throws against spells and other magical effects.
Magic Resistance. Anhur has advantage on saving throws against spells and other magical effects.
Magic Weapons. Anhur’s weapon attacks are magical.
Regeneration. Anhur regains 50 hit points at the start of its turn.


Multiattack. Anhur makes two attacks: one with its spear and one with either bite or claws, or two ranged with his bow.

  • Spear. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 42 (6d10 + 10) piercing damage. Plus an additional 4d6 radiant damage on hit.
  • Bow. Ranged Weapon Attack: +19 to hit, range 150/600 ft., one target. Hit: 24 (4d8 + 9) piercing damage.
  • Bite. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 38 (5d10 + 10) piercing damage.
  • Claws. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 32 (5d8 + 10) slashing damage.
  • Roar (1/Day). Anhur lets out a deafening roar. Each creature within 120 feet of Anhur and able to hear it must make a DC 27 Constitution saving throw. On a failed save, a creature takes 55 (10d10) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened.

Legendary Actions

Anhur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Anhur regains spent legendary actions at the start of its turn.

Detect. Anhur makes a Wisdom (Perception) check.
Attack. Anhur makes one spear, bow, claw, or bite attack.
Roar (Costs 2 Actions). Anhur uses its Roar ability.

Divine Artifacts

  • The Spear of Anhur: Anhur’s spear is said to be crafted by the god himself and imbued with divine power. It deals an additional 4d6 radiant damage on hit.

Regional Effects

  • The ground trembles whenever Anhur is nearby, causing creatures within 1 mile to make a DC 18 Dexterity saving throw or be knocked prone.
  • The area around Anhur is filled with a sense of wild energy, causing plant life to grow at an accelerated rate and wild animals to become more aggressive.
  • The sky darkens and thunder booms whenever Anhur is angry or engaged in combat, and lightning strikes randomly within 1 mile of him.

Lair Actions

  • Anhur can cause the ground to crack and shake, forcing all creatures within 60 feet of him to make a DC 25 Dexterity saving throw or take 30 (6d10) bludgeoning damage and be knocked prone.
  • Anhur can create a sudden gust of wind that blows all creatures within 120 feet of him 20 feet in a direction of his choosing, forcing them to make a DC 25 Strength saving throw or be knocked prone and pushed back.
  • Anhur can summon a pack of lions to aid him in combat. The lions arrive within 1d4 rounds and remain until they are defeated or Anhur dismisses them.

Anhur, God of War and Hunting


Originally Posted by Tebryn14 of the Wizards Community forums.

On this Thread

fighter 20/ ranger 10/ druid 10
Medium-Size outsider (Chaotic, Good)
Divine Rank10
Hit Dice20d8+160 (outsider) and 20d10+160 (fighter) and 10d10+80 (ranger) and 10d8+80 (druid) (1020 hp)
Initiative+15 (+11 Dexterity, +4 Improved Initiative)
Speed60 ft.
AC73 (+10 armor (+5 Strength [+4] chainmail),+11 Dexterity (Divine Armor Mastery),
+10 divine, +23 natural, +9 deflection)
Attacks+5 chaotic keen shock throwing returning falchion +80/+75/+70/+65 melee; or +73 ranged; or by spell +68 melee touch or +61 ranged touch
Damage+5 chaotic keen shock throwing returning falchion 2d4+48 +1d6 electricity/12-20; or by spell
Face/ Reach5 ft. by 5 ft./ 5 ft.
Special attacksDomain Powers, salient divine abilities, spell-like abilities,
Special QualitiesDivine Immunities, DR 45/+4, fire resistance 30, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 10 miles, remote communication 10 miles, godly realm (1 mile), teleport without error at will, plane shift at will, favored enemies (Red Wizards +3/ Church of Set +2/ Gnolls+1), nature sense, resist nature’s lure, trackless step, venom immunity, wild shape (small, medium-size, or large, 4/day), woodland stride, SR 42, Divine Aura (1000 ft., DC 29),
SavesFort +50, Ref +53, Will +51
AbilitiesStrength 46, Dexterity 32, Constitution 26, Intelligence 24, Wisdom 28, Charisma 29
SkillsAnimal Empathy +39, Balance +41, Climb +78, Concentration +48, Craft (weaponsmithing) +57, Diplomacy +39, Handle Animal +59, Heal +39, Hide +41, Intimidate +39, Intuit Direction +39, Jump +78, Knowledge (nature) +37, Knowledge (tactics) +47, Listen +41, Move Silently +41, Profession (commander) +39, Ride +61, Sense Motive +39, Spellcraft +37, Spot +31, Swim +78, Tumble +41, Wilderness Lore +59
FeatsAlertness, Blind-Fight, Blind-sight (5 ft.), Cleave, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Deflect Arrows, Dodge, Combat Expertise, Epic Leadership, Epic Weapon Focus (falchion), Epic Weapon Specialization (falchion), Great Cleave, Hold the Line, Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Unarmed Strike, Knock-Down, Leadership (64), Mobility, Mounted Combat, Power Attack, Power Critical (falchion), Point-Blank Shot, Quick Draw, Spring Attack, Sunder, Superior Expertise, Whirlwind Attack
Divine ImmunitiesAbility damage, ability drain, acid, cold, death effects, disease, disintegration,
electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine
Alter Size, Avatar, Battle Sense, Divine Battle Mastery, Divine Blast (12/day, 19d12 points), Divine Armor Mastery, Divine Weapon Focus (falchion), Divine Weapon Mastery, Divine Weapon Specialization (falchion), Extra Domain (storm), Extra
(war), Power of Nature (10 mile radius)
Domain Powerscast chaotic spells at +1 caster level, cast good spells at +1 caster level, Feat of Strength 10/day (+10 enhancement bonus to Strength for one round)
Spell-like abilitiesAnhur uses these abilities as a 20th level caster, except for good and chaotic spells, which he uses at 21st caster level. The save DCs are 29+spell level. protection from law, shatter, magic circle against law, Chaos Hammer, Dispel Law, animate objects, word of chaos, cloak of chaos, summon monster IX*, protection from evil, Aid, magic circle against evil, holy smite, Dispel Evil, blade barrier, Holy word, holy aura, Entropic Shield, Gust of wind, call lightning, sleet storm, ice storm, summon monster VI**, control weather, Whirlwind, storm of vengeance, endure elements, Bull’s Strength, magic vestment, spell immunity, Righteous Might, stoneskin, grasping hand, clenched fist, crushing hand, magic weapon, Spiritual Weapon, divine power, flame strike, power word stun, power word blind, power word kill*As a good or chaotic spell only** As an air spell only
druid spells/day6/7/6/5/5/4;  base DC=19+spell level.
4/3; base DC=19+spell level

Possessions: Anhur carries “Warhawk”, a +5 chaotic keen shock throwing returning falchion.

Caster Level: 25th

Other Divine Powers

As a lesser deity, Anhur may take 10 on any check. Anhur treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Anhur can see, hear, touch, and smell at a distance of 10 miles. As a standard action, he can perceive anything within 10 miles of his worshippers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. She can extend her sense to up to 5 locations at once. She can block the sensing power of deities rank 10 and lower at up to two remote locations at once for 10 hours.

Portfolio Sense: Anhur senses anything that affects Mulhorandi soldiers, as long as at least 500 such beings are affected. He also senses any great physical accomplishment as long as it is witnessed or heard about by at least 500 people.

Automatic Actions: Anhur can use any Strength based skill as a free action as long as the DC for the task is 20 or lower. He can perform up to five such free actions each round.

Create Magic Items: Anhur can create magic arms and armor, or any item that gives a bonus to a physical ability score, as long as the market price does not exceed 30,000 gp.


Avatar of Anhur: As Anhur except divine rank 5; AC 63; Atk +75/+70/+65/+60 melee (2d4+43+1d6 electricity/12-20 +5 chaotic keen shock throwing returning falchion), or spell +63 melee touch or +56 ranged touch; SQ DR 40/+4, SR 37, divine aura (50 ft., DC 24); SV Fort +45, Ref +48, Will +46; all skill modifiers reduced by 5.

Salient Divine Abilities: Divine Battle Mastery, Divine Weapon Focus, Divine Weapon Specialization, Divine Weapon Mastery, Divine Armor Mastery, Power of Nature

Spell-like abilities: caster level 15th; saving throw DC 24+spell level. Without the Extra Domain salient divine abilities, Anhur’s avatar looses access to the Storm and War Domains, as well as the granted powers and spell-like abilities.


Anhur strides confidently through the sandy dunes of the Egyptian desert, his eyes scanning the horizon for any signs of danger. He is clad in golden armor and holds a spear tightly in his hand, ready to defend his people at a moment’s notice.

As the 1450s CE unfold, Anhur sees the world changing around him. He watches as the Ottomans begin to expand their empire, pushing into new territories and challenging the existing power structures. He knows that this could mean trouble for Egypt, and he is determined to protect his homeland.

Anhur spends his days training his fellow warriors, ensuring that they are prepared for any conflict that may arise. He also spends time with the local priests, offering guidance and support as they navigate the complex religious landscape of the time.

As a warrior god, Anhur seeks to achieve victory over any threats to his people. He wants to see Egypt prosper and grow, and he will do whatever it takes to ensure that it remains safe and secure.

Despite the challenges that lay ahead, Anhur remains confident in his abilities and the abilities of his people. He knows that with hard work and determination, they can overcome any obstacle that comes their way. And he is ready to lead them into battle, should the need arise.

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