Temple Guard of Set

Medium humanoid (human), lawful evil

Armor Class 13 (leather cuirass)
Hit Points 16 (3d8+3)
Speed 30 ft.

13 (+1) 12 (+1) 13 (+1) 10 (+0) 11 (+0) 8 (-1)

Skills Perception +2, Stealth +3
Senses passive Perception 14
Languages Dhari, Low Atlantean
Challenge 1/4 (50 XP)


  • Poison Use The temple guard can use an action to apply poison to a weapon. The poison remains potent for 1 minute. Any creature hit by a poisoned weapon must make a Con save (DC 10) or take 1d4 poison damage.


  • Khopesh. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2d4+1 slashing damage.
  • Shortbow. Ranged Weapon Attack: +3 to hit, range 30 ft./120 ft., one target. Hit: 1d6 piercing damage.


Warriors sworn to serve Set with no regard for their own lives, temple guards are masters of stealth, ambush, and poison. Set’s followers scorn the idea of a fair fight, and seek to defeat their enemies through assassination and terror. Nothing is more difficult to stop than a swarm of assassins who don’t care whether they live or die.

Section 15: Copyright Notice

Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert

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