Horus had the head of a falcon (missing an eye, yet highly perceptive), and was the god of protection, the sky, and war. His stories were amusingly smutty, so while I won’t share them here, I suggest you research them. As I’ve written elsewhere, I’ve always had trouble wrapping my head around “solo soldiers.” A soldier’s role is to direct enemies away from the soldier’s allies, but a solo has no allies. How’s that work? Well, I gave him allies: Sand Golems of Horus.
Click here for the stat block for Horus
Click here for the stat block for a Sand Golem of Horus
General Notes
The stories of ancient Egyptian mythology were, for the most part, passed orally. As a result, each story has many variations, sometimes contradicting one another. So, any decisions I made regarding the relative status of the deities, their domains, their weaponry, and even their family relations or names could be contrary to your personal understanding. In addition, the pantheon changed, and was eventually abandoned, over 3,000 years and 33 dynasties as real-world political and social changes occurred in Egypt. Neither my choices nor your understanding are “wrong” despite their differences. My not-so-arbitrary choice was to remain faithful to the 1st Edition Dungeons & Dragons manual, Deities & Demigods, though that manual’s choices were themselves probably arbitrary to some degree (and certainly influenced by mechanical or dramatic needs). I also took inspiration from the 3rd Edition Dungeons & Dragons Deities & Demigods, but where the two conflicted, I preferred the 1st Edition manual. Most obvious among the differences is that, as with the 1st Edition manual, my version of the pantheon relates to the period before Ra was merged with Horus as Ra-Horakhty.
For this pantheon, I divided the deities into two categories: 1) Those generally depicted with purely human forms; and 2) those generally depicted with hybrid forms (i.e., an animal head on a human body). Each of these categories follows a theme, represented by common powers and traits among the deities of the group. This made the stat blocks easier to create, while still allowing variation from stat block to stat block. However, great variation wasn’t a priority, as I doubt any given campaign will include encounters with multiple gods. There’s no chance of getting bored by facing the same powers repeatedly. On the other hand, the commonality gives the pantheon a specific feel to it, chosen for both mechanical and cultural reasons. This is representative of what I consider “Egyptian,” and it mirrors the notion that Egyptian culture might have actually been henotheistic. Whether or not this is a fair representation of Egyptian culture or geography is not for me to say; I’ve never visited Egypt or had in depth conversations with Egyptians. This simply represents the best I can do with the understanding I have. From a purely mechanical basis, though, it certainly works well.
As a final note, I mention that at times these stat blocks get complicated. At first, I was concerned, but then I realized that if you actually use one of these stat blocks, it’s going to be the final, climactic encounter. In such a case, I’d say that creating a good challenge is a higher priority than keeping the stat block simple. It’s just one encounter, and it’s probably the most important encounter in your campaign. I think you can handle it.
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