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Jackalwere High Priest of Set

Medium humanoid (shapechanger), chaotic evil

Armor Class 17 (half plate)
Hit Points 169 (26d8 + 52)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 12 (+1) 21 (+5) 16 (+3)

Skills Deception +8, Insight +10, Perception +10, Persuasion +8, Religion +11
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Senses passive Perception 20
Languages Common (can’t speak in jackal form)
Challenge 14 (11,500 XP)

Special Traits

Actions

  • Multiattack (humanoid or hybrid form only). The high priest of Set uses its Eyes of Set and makes four attacks, only one of which can be a Bite.
  • Bite (jackal or hybrid form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 21 (6d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute.
  • Pike (humanoid or hybrid form only). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
  • Eyes of Set. The high priest of Set gazes at one creature it can see within 30 feet of it. The target must make a DC 18 Wisdom saving throw or be affected by one of the below gazes. The high priest can’t use the same gaze two rounds in a row. Undead and creatures immune to being charmed aren’t affected by the high priest’s Eyes of Set.
  • Conversion Gaze. On a failed save, the target is charmed for 1 minute. The charmed target obeys the high priest’s verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect ends on it, the target is immune to this high priest’s Conversion Gaze for the next 24 hours. The high priest can have only one target charmed at a time. If it uses its Conversion Gaze on another target, the effect on the previous target ends.
  • Frightful Gaze. On a failed save, the target is frightened for 1 minute. The frightened target 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 high priest’s Frightful Gaze for the next 24 hours.
  • Sleep Gaze. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this high priest’s Sleep Gaze for the next 24 hours.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene