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Temple Guard of Set

Medium humanoid (human), lawful evil

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

STR DEX CON INT WIS CHA
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)

SPECIAL TRAITS

  • 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.

ACTIONS

  • 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.

ABOUT

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