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Monster of Set

Huge monstrosity, chaotic evil

Armor Class 18 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 10 (+0) 16 (+3) 10 (+0)

Saving Throws Str +11, Con +10
Skills Perception +13
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 23
Languages understands Draconic but can’t speak
Challenge 16 (15,000 XP)

SPECIAL TRAITS

ACTIONS

  • Multiattack. The monster of Set uses its Frightful Presence and make one Bite attack, one Horns attack, and one Claws attack. When its Fire Breath is available, it can use the breath in place of its Bite or Horns.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage.
  • Horns. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.
  • Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
  • Fire Breath (recharge 5–6). The dragon head exhales fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.
  • Frightful Presence. Each creature of the monster of Set’s choosing that is within 120 feet of the monster of Set and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the monster of Set’s Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS

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

  • Claw Attack. The monster of Set makes a Claw attack.
  • Detect. The monster of Set makes a Wisdom (Perception) check.
  • Wing Attack (costs 2 actions). The monster of Set beats its wings. Each creature within 10 feet of the monster of Set must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The monster of Set can then fly up to half its flying speed.

ABOUT

Created by the Cult of Set, the monster of Set is used as a guardian of tombs, treasuries, and other sites important to the cult. As foul tempered as its appearance is bizarre, the monster of Set is usually linked to a summoning device that brings the creature from whatever plane where it normally dwells. A fearsome foe, the monster of Set is loyal only to its master, which notably is the god Set and not the hierarchy of Set’s cult.

Section 15: Copyright Notice
Tome of Horrors 2020, (C) 2020, Necromancer Games