Horus, God of the Heavens; God of the Sky
The son of Isis and Osiris, Horus was conceived following his father’s death at the hand of Set. Afraid that he would also be slain by Set, Isis saw to it that her son was raised in secrecy by a family in the swamps of the Nile Delta.
Horus took his place among the gods when he reached adulthood and challenged Set. Horus brought all his might to bear and battled his uncle to a standstill. In the end, the goddess Neith was called upon to settle their dispute. After consideration, she ruled in Horus’ favor (although Set was compensated to an extent). In his true form, Horus appears as a hawk headed warrior of great physical power.
A fierce and proud god, he is called upon by those who seek to avenge great wrongs or uphold the honor of their families. If any of his followers begins a quest to avenge the death of a family member, there is a 5% chance that he will send aid to them.
The Lore of the Gods
Book 3 – The Egyptian Gods
Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director
Todd Morasch Artwork Aaron D. Siddal
God of the Heavens; God of the Sky
Alignment: Lawful Good
Domain: Law, Heaven*, Strength, Weather*
Symbol: Falcon, Hawk
Sacred Animal: Falcon
Traditional Allies: Auran creatures, Sphinx
Traditional Foes: Set
Divine Artifact: The Eye of Horus (amulet)
Favored Weapon: Khopesh
Favored Class: Cleric, fighter, paladin
Favored Race: Human
Benefits: Favored classes of Horus may rebuke or command air creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 plus your Charisma modifier.
The falcon god Horus is the lord of the skies and one of the most important of ancient Egyptian deities. Horus is the son of Osiris and Isis; upon reaching adulthood, Horus avenged his father’s death Set. He then became the divine prototype of the Pharaoh.
When Horus was a baby, his father Osiris was killed by Set. Horus and his mother Isis hid in the papyrus reeds in the delta of the Nile until Horus grew up. He then went to war with Set to reclaim his father’s crown and kingdom.
The battles raged for a long time. Once Set blinded Horus by taking out his eye and tearing it to bits, but Thoth, the God of Wisdom, managed to heal the falcon god’s eye. Eventually, Horus won the war and avenged his father’s death by defeating and castrating his evil uncle, and Set was driven out into the Sahara Desert.
The earliest royal god was the shape of a falcon with the sun and moon as his eyes. Horus appears as a hawk or a man with a hawk’s head, either wearing the crowns of Egypt. Horus in his many forms is a protector and warrior god.
The followers of Horus invaded Egypt in predynastic history, when he was venerated as a victorious warlord. He became a part of the state religion and was associated with the sun god Ra. Horus was so important to the state religion that pharaohs were considered his human manifestation and even took on the name Horus.
D&D 5E Epic Monsters: Horus
The living pharaoh, God of royalty, and deity of the sky: Horus
Horus (aka Her, Heru, Hor, or Har) is among the most recognizable and important gods in the Egyptian pantheon. After all this is the guy behind kingship and the sky! He is the son of Isis and Osiris (his heir), or maybe born by Hathor (who is also his wife).
In the former case Isis retrieved her murdered husband’s body parts (except his penis, which was eaten by a catfish or crab in the Nile) and resurrected him (with a new member used to conceive Horus) then fled to the Nile Delta’s marshlands to escape Set (her brother and the god of the desert) which is where she gives birth.
Horus takes many forms but typically gets depicted as a falcon or falcon-headed man. Historically his earliest form is as the (first national) god Nekhen in Upper Egypt—there it was thought that in life the pharaoh was Horus in mortal form, and in death the pharaoh was Osiris. Eventually he eclipses and becomes Osiris (“Golden Horus Osiris”)
Unsurprisingly Horus is a rival of Set. In addition to being the god of the desert (in opposition to the sky) Set murdered his mother and uncle (and at one point his father too). In their struggle for Egypt to see who would take the throne after Osiris, Horus eventually wins but loses an eye (although Set loses a testicle). Among their 80 years of conflicts there’s a bit of weird trickery in The Contendings of Horus and Set where Horus fools Set into eating his semen, among other tales.
The last spat is a boat race where Horus wins by agreeing to make his vessel from stone, when really, it’s wood he’s painted to look like stone—upon winning Set gives up his pursuit of the throne of Egypt. Sometimes the story ends with Horus controlling Lower Egypt and Seth controlling Upper Egypt, or Horus controlling all the areas of civilization while Seth reigns over the deserts and oases. Also of course scholars have tied these stories up with historical happenings in the politics of ancient Egypt.
Medium humanoid, neutral good
Armor Class 19 (natural armor)
Hit Points 380 (40d8+200)
Speed 50 ft., fly 120 ft. (hover)
|22 (+6)||23 (+6)||21 (+5)||19 (+4)||20 (+5)||23 (+6)|
Saving Throws Str +15, Dex +15
Skills Acrobatics +24, Athletics +15, Deception +15, History +13, Insight +14, Nature +13, Religion +13, Perception +23
Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened, paralyzed
Senses darkvision 600 ft., truesight 300 ft., passive Perception 33
Challenge 29 (135,000 XP)
Divine Action (Recharge 5–6). At the end of the round, Horus can move his Speed and take an additional action.
Innate Spellcasting. Horus’ innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring only his pan flute and no other components:
At will: bestow curse, bless, blur, enhance ability, guiding bolt, haste, remove curse
5/day each: dispel magic, holy aura, wind walk
Keen Sight. Horus has advantage on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (3/Day). If Horus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Horus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Horus’ weapon attacks are magical.
Skyfree. While Horus is in the air, difficult terrain doesn’t cost him extra movement, and magic can neither reduce his speed nor cause him to be paralyzed or restrained.
Wedjat. Horus can use a bonus action to touch a creature, object, or surface and leave his holy symbol (a stylized eye), granting it several benefits until the symbol is removed or dispelled (treat the symbol as a 6th-level spell effect). Evil creatures have disadvantage on attack rolls against the target. It also can’t be charmed, frightened, or possessed by evil creatures. If the target is already charmed, frightened, or possessed by an evil creature, it has advantage on any new saving throw against the relevant effect.
Horus can bestow an unlimited number of wedjat on surfaces and objects, and up to 9 wedjat on creatures. When Horus has bestowed his maximum number of wedjat on creatures, the oldest wedjat disappears as he bestows a new one.
Multiattack. Horus attacks five times.
Enchanted Spear. Melee or Ranged Weapon Attack: +18 to hit, reach 5 ft. or range 120/360 ft., one target. Hit: 13 (1d8+9) magical piercing damage plus 18 (4d8) radiant damage. When thrown, the spear returns to Horus’ hand immediately after hitting or missing the target.
Horus can take 2 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. He regains spent legendary actions at the start of his turn.
Attack. Horus makes a weapon attack.
Blasting Zephyr. Horus summons a powerful wind from the sky that blasts at creatures he chooses that are within 100 feet of him. Each creature must make a DC 23 Strength saving throw or be pushed 25 feet in a direction chosen by Horus.
Tempest Escape (Costs 2 Actions). Horus spins in place with incredible speed. Each creature within 20 feet of him must succeed on a DC 23 Dexterity saving throw or take 15 (2d8+6) bludgeoning damage and be knocked prone. A creature that fails its saving throw by 5 or more also drops whatever it is holding. Horus can then fly up to half his flying speed.
Originally Posted by Tebryn14 of the Wizards Community forums.
|Paladin 20/ Cleric 20/ Divine Champion 5|
|Medium-Size outsider (Good, Lawful)|
|Hit Dice||20d8+180 and 20d10+180 and 20d8+180 and 5d10+45 (1155 hp)|
|AC||79 (+9 Dexterity, +18 divine, +31 natural, +11 deflection)|
|Attacks*||+5 keen holy lawful speed Khopesh +82/+82/+77/+72/+67 melee; or by spell +69 melee touch or +67 ranged touch *Always receives a 20 on attacks rolls; roll die to check for critical hit Damage*: +5 keen holy lawful speed Khopesh 1d8+21/15-20; or by spell *Always does maximum damage (Khopesh 29 points)|
|Face/ Reach||5 ft by 5 ft./ 5 ft.|
|Special Attacks||Domain powers, salient divine abilities, spell-like abilities, smite evil (3/day, +11 on attack and +60 on damage), turn undead 18/day (as cleric 38), Smite Infidel (+11 on attacks, +5 on damage)|
|Special Qualities||Divine Immunities, DR 53/+4, fast healing 38, fire resistance 38, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 18 miles, remote communication 18 miles, godly realm (100 miles outer plane), teleport without error at will, plane shift at will, detect evil, divine grace, lay on hands (236 hp/day), divine health, aura of courage (+8 to morale), remove disease (6/week), paladin mount with celestial template, SR 50, divine aura (18 miles, DC 39), sacred defense +2.|
|Saves*||Fort +72, Ref +72, Will +79|
|Abilities||Strength 32, Dexterity 29, Constitution 29, Intelligence 26, Wisdom 42, Charisma 32|
|Skills*||Balance +47, Climb +59, Concentration +87, Diplomacy +89, Heal +94, Intimidate +49, Jump +69, Knowledge (arcana) +66, Knowledge (History) +46, Knowledge (Local) +46, Knowledge (Nobility and Royalty) +56, Knowledge (the planes) +46, Knowledge (Religion) +66, Listen +66, Profession (Judge) +104, Ride +47, Scry +46, Sense Motive +74, Spellcraft +76, Spot +66.|
|Feats||Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Divine Might, Divine Vengeance, Dodge, Combat Expertise, Extra Turning, Improved Critical(Khopesh), Improved Initiative, Leadership, Maximize Spell, Mobility, Mounted Combat, Power Attack, Quick Draw, Quicken Spell, Ride-By Attack, Spirited Charge, Spring Attack, Still Spell, Weapon Focus (Khopesh), |
Whirlwind Attack ,
|Divine Immunitie||Ability Damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment|
|Alter Reality (save DC 49 for duplicated spells), Annihilating Strike, Automatic Metamagic (Sacred cleric spells), Avatar (up to 20), Battlesense, Divine Blast (14/day, 29d12 points of damage), Divine Blessing (Wisdom), Divine Fast Healing, Divine paladin, Divine Radiance (180 ft. radius, 9d6 points, or 9d12 for undead), Divine Shield (12/day, stops 180 points of damage), Divine Storm, Divine Weapon Focus, Extra Domain (Nobility), Extra Domain (Retribution), Frightful Presence (DC 39), Gift of Life, Instant Counterspell, Lay Quest, Life and Death, Mass Divine Blast, Mass Life and Death, Rejuvenation|
|Domain Powers||Cast good spells at +1 caster level, cast lawful spells at +1 caster level, inspire allies (+2 bonus on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 11 rounds 18/day), strike of vengeance 18/day, greater turning 18/day.|
|Spell-like Abilities||Horus-Re uses these abilities as a 28th level caster, except for good and lawful spells, which he uses as a 29th level caster. The save DCs are 39+spell level. Protection from Evil, Aid, Magic Circle against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, Summon Monster IV*, Protection from Chaos, Calm Emotions, Magic Circle against Chaos, Order’s Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Divine Favor, Enthrall, Magic Vestment, Discern Lies, Greater Command, Geas/Quest, Repulsion, Demand, Storm of Vengeance, Shield of Faith, Endurance, Speak with Dead, Fire Shield, Mark of Justice, Banishment, Spell Turning, Discern Location, Endure Elements**, Heat Metal, Searing Light, Fire Shield, Flame Strike, Fire Seeds, Sunbeam, Sunburst, Prismatic Sphere*Cast as Law or Good spell only ** Endure Fire or Cold only|
|Cleric Spells/Day||6/9/9/9/9/7/7/7/7/6; base DC=26+spell level|
|Paladin Spells/Day||7/7/7/7; base DC=26+spell level|
Other Divine Powers
As a greater deity, Horus-Re automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.
Senses Horus-Re can hear, touch, smell, and see at a distance of 18 miles. As a standard action, he can perceive anything within nineteen miles of his worshippers, holy sites, object, or any location where one of his titles or name was spoken in the last hour. He can extend his sense to up to twenty locations. He can block the sensing power of deities rank 18 and lower at up to two remote locations for up to 18 hours.
Portfolio Sense Horus-Re senses any action taken by a ruler, any act of vengeance, any sunrise, or any birth 18 tendays before it happens and retains the sensation 18 tendays after it happens.
Automatic Actions Horus-Re can use Diplomacy, Knowledge (nobility and royalty), Knowledge (religion), or Profession (Judge) as a free action as long as the DC for the task is 30 or lower. He can perform up to twenty such free actions each round.
Create Magic Items Horus-Re can create any magic weapon or armor, or any item that uses light, positive energy, or spells from the Retribution or Sun Domains.
Horus-Re’s avatars are usually dispatched to deal with a corrupt ruler, or to oversee an important trial. If they are meant to make an impression, they appear as he does: a tall, imposing man with a hawks head. If they are going incognito, they appear as a normal human with golden eyes.
Avatar of Horus-Re As Horus-Re except divine rank 9; AC 61 (touch 19, flat-footed 52); Attack +69/+64/+59/+54 (1d8+21/15-20 +5 holy keen lawful speed Khopesh) or by spell +60 melee touch or +58 ranged touch; SQ 44/+4, fire resistance 29, SR 41, Divine Aura (900 ft., DC 30); SV Fort +63, Ref +63, Will +70; all skill modifiers reduced by 9.
Spell-like abilities caster level 19th, saving throw DC 30+spell level.
The Eye of Horus
This large golden amulet, about the size of a human hand, depicts a single eye of a falcon.
The Eye of Horus has the following properties:
- The amulet casts a continual protection against evil spell upon the wearer.
- The wearer gains a +4 natural bonus to all skill checks involving air-based or avian creatures.
- The wearer gains the use of the Alertness, Blind-Fight, Dodge and Improved Initiative feats when engaged in melee combat against an evil opponent. Bonuses do not double up if the wearer already has one or more of these feats.
- The wearer can cast the following spells at will; aid, bless, and Sanctuary.
- air walk 5/day.
- holy smite 5/day.
- control winds 3/day.
- righteous Might 3/day.
- holy aura 2/day.
All spells are equal in effect to those cast by a 20 th level cleric.