Geb, the god of the Earth, gives new meaning to lying down on the job. Almost every depiction of the guy has him lying on his back, pointing his . . . ahem . . . let’s just say “unit” towards his wife, Nut (I swear I’m not making this up), a.k.a, the Sky. As a result, he’s quite adept at fighting from prone. Also, you might want to buy a “big mini” (?!), as the First Edition Deities & Demigods made him 70’ tall. He’s casually walking by a pyramid in Jeff Dee’s drawing. I made him Gargantuan, though perhaps Colossal would be better . . . or “Colossal +” if you want to bring in Star Wars RPG vehicle rules. You could certainly ride him if he’d let you. His laughter is said to cause Earthquakes. Having him hurt you while laughing is adding insult to injury if you ask me. He was known for having a great beard as well. So there's that.
Click here for the stat block for Geb
Click here for the stat block for Geb's Sand Snake Minions
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.