“Minion of Set: The Desert’s Fanatical Shapechanger of Divine Wrath”
Minion of Set — Fanatically devoted to the god of storms and tyranny, these shapechanging enforcers embody divine order twisted by cruelty, striking with relentless discipline to enforce their master’s will across the burning sands.

Minions of Set — Fanatical shapeshifters devoted to the desert god of storms and tyranny, these disciplined enforcers channel divine wrath through sacred transformations, crushing Set’s foes beneath fang, claw, and blade.
Appearance
Minions of Set stand tall and sinewy, clad in blackened bronze armor etched with serpents, scorpions, and storm sigils. Their eyes burn like coals against sun-scarred skin, and a faint shimmer of heat-haze follows their movements. When invoking Set’s blessing, they shed their mortal guise entirely, transforming into vast sacred beasts—serpents, crocodiles, or scorpions—whose scales glint with desert fire and divine corruption.
Behaviour
Methodical and unwavering, Minions of Set act with the precision of soldiers and the zeal of priests. They speak little, obey without hesitation, and view disobedience as blasphemy. In battle, they fight in silent coordination, encircling prey before striking with brutal efficiency, vanishing afterward into the sands like ghosts of a passing storm.
Habitat
These servants haunt scorched deserts, forsaken temples, and hidden sanctuaries dedicated to Set. Their presence marks places of tyranny and ruin—an oasis ruled by fear, or a buried necropolis where the faithful of Set once offered blood to the wind.
Modus Operandi
Minions of Set favor ambush and precision over frenzy. They stalk their prey beneath dunes or within raging sandstorms, striking without warning. When pressed, they assume their sacred beast forms, tearing through foes with divine ferocity before retreating into shadow and sand.
Motivation
Bound by oath and transfiguration, Minions of Set exist only to extend their master’s dominion—spreading fear, enforcing obedience, and silencing defiance. Every conquest fuels Set’s eternal storm, and every drop of blood spilled in his name deepens their transformation into his perfect instruments of tyranny.
Minion of Set 5e 2024
Minion of Set, Pathfinder
Minion of Set 3.5
Minion of Set

Medium humanoid (shapechanger), lawful evil
These fanatical servants of Set stalk the desert sands, blending divine wrath with disciplined ferocity. Clad in blackened bronze armor etched with serpents and scorpions, their eyes burn like embers beneath the desert sun. When threatened, they shed their human guise, transforming into massive sacred beasts to enforce their god’s will with fang, claw, and sting.
Armor Class: 17 (bronze armor; natural armor in beast form)
Hit Points: 136 (16d8 + 64)
Speed: 30 ft., climb 20 ft. (humanoid); 40 ft., swim 30 ft. (beast forms)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 16 (+3) |
Saving Throws: Dex +7, Wis +6, Cha +7
Skills: Stealth +7, Perception +6, Intimidation +7
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 ft., Tremorsense 30 ft., passive Perception 16
Languages: Common, Infernal, Primordial
Challenge: 9 (5,000 XP)
Shapechanger.
The minion can use its action to transform into a serpent (Large), crocodile (Large), or scorpion (Large), or back into humanoid form. Its statistics are replaced by the chosen form’s stats, except it retains its alignment, hit points, and saving throws. Equipment merges into natural adaptations.
Divine Fury (3/Day).
When the minion hits with a weapon or natural attack, it deals an extra 2d8 radiant or necrotic damage (chosen at the time of the attack).
Innate Spellcasting.
The minion’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
- At will: Thaumaturgy, Darkness, Detect Magic
- 3/day each: Hold Person (2nd level), Flame Strike (5th level), Misty Step
Actions
Multiattack. The minion makes two attacks, using its weapon in humanoid form or natural attacks in beast form.
Khopesh (Humanoid Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage plus 2d8 Divine Fury damage.
Bite (Beast Form). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 5) piercing damage plus 2d8 Divine Fury damage.
Sting (Scorpion Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 2d8 Divine Fury damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute.
Reactions
Divine Deflection. When the minion is hit by a melee attack, it can add +3 to AC, potentially causing the attack to miss.
Legendary Actions
The minion can take 2 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.
- Desert Step. The minion moves up to half its speed without provoking opportunity attacks.
- Attack. Makes one weapon or natural attack.
- Sandstorm (Costs 2 Actions). Creates a 15-foot-radius whirlwind of sand centered on itself. Creatures in the area must succeed on a DC 15 Strength saving throw or be blinded until the start of the minion’s next turn.
Tactics
Minions of Set fight with disciplined precision and fanatical zeal. They begin combat in humanoid form, using stealth, spells, and ranged attacks to isolate and control targets. When pressured, they shift into their sacred beast forms, leveraging reach, mobility, and natural attacks. They favor ambush, hit-and-run, and coordinated group tactics, using Divine Fury strategically to finish weakened foes and dominate the battlefield.
Minion of Set

Medium humanoid (shapechanger), lawful evil
These fanatical servants of Set stalk the desert sands, blending divine wrath with disciplined ferocity. Clad in blackened bronze armor etched with serpents and scorpions, their eyes burn like embers beneath the desert sun. When threatened, they shed their human guise, transforming into massive sacred beasts to enforce their god’s will with fang, claw, and sting.
CR: 9
XP: 6,400
Race: Humanoid (shapechanger)
Alignment: Lawful Evil
Size: Medium (Large in beast form)
Init: +3
Senses: Darkvision 60 ft.; Perception +12
Aura: Divine Presence (10 ft.; enemies take –2 penalty on saves against fear effects)
DEFENSE
AC: 24, touch 14, flat-footed 21 (+3 Dex, +10 armor, +1 natural)
HP: 120 (16d8+64)
Fort: +10 | Ref: +7 | Will: +6
DR: 5/magic
Immune: Poison, frightened, charmed
Resist: Fire 10, Electricity 10
Defensive Abilities: Divine Fury (adds 2d8 radiant or necrotic to melee/natural attacks 3/day)
OFFENSE
Speed: 30 ft., climb 20 ft. (humanoid); 40 ft., swim 30 ft. (beast forms)
Melee:
- Khopesh +12/+7 (1d8+5/19–20) + 2d8 Divine Fury
- Bite (beast form) +12 (2d6+5) + 2d8 Divine Fury
- Sting (scorpion form) +12 (2d6+5) + 2d8 Divine Fury plus poison (DC 15, 1 min)
Special Attacks:
- Shapechange (Su): Transform into serpent, crocodile, or scorpion; retains HP and saves; equipment merges into natural adaptations.
- Divine Fury (Su): Extra 2d8 radiant or necrotic damage 3/day on attacks.
Spell-Like Abilities (CL 8th, caster level 8th, concentration +10):
- At will: Thaumaturgy, Darkness, Detect Magic
- 3/day: Hold Person (2nd level), Flame Strike (5th level), Misty Step
- Caster level = 8th; Save DCs = 15
STATISTICS
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 16 (+3) |
Base Atk: +12 | CMB: +10 | CMD: 25
Feats: Combat Reflexes, Power Attack, Weapon Focus (Khopesh), Improved Initiative, Dodge
Skills: Stealth +12, Perception +12, Intimidate +12
Languages: Common, Abyssal, Primordial
SPECIAL ABILITIES
- Divine Deflection (Ex): +3 AC against a single melee attack once per round.
- Sandstorm (Su, 2 actions): 15-ft. radius whirlwind; creatures in area must succeed on DC 15 Strength save or be blinded until end of minion’s next turn.
- Fanatical Zeal (Ex): Minions never flee and gain +2 morale bonus on attack and damage rolls when allies are within 10 ft.
TACTICS
Minions of Set fight with disciplined precision. They begin combat in humanoid form, using stealth, spells, and ranged attacks to isolate targets or control the battlefield. When pressured, they shift into beast form, leveraging reach, mobility, and natural attacks. They favor ambush, flanking, and hit-and-run strategies, using Divine Fury to finish weakened opponents. In groups, they act as coordinated enforcers, synchronizing attacks and spell-like abilities for maximum effect.
ECOLOGY
Environment: Hot deserts, ruined temples, and hidden sanctuaries dedicated to Set
Organization: Solitary, pair, or small cult group (3–6)
Treasure: Standard
Minion of Set

Deities & Demigods
Rich Redman, Skip Williams, James Wyatt
As their name suggests, minions of Set are servants of that evil god. Their name can only hint, however, at the depravity and cruelty these inhuman monsters hide behind their human faces. In its natural form, a minion of Set appears human, with bronzed skin and black hair. It seems to wear scaly black full plate armor, but this is actually natural armor of incredible toughness. It wields a magical khopesh and a mighty longbow. Each minion of Set also has the ability to assume the form of a specific animal: either a Large viper, a dire bear, a giant crocodile, a dire hyena, or a Large monstrous scorpion.
In animal form, a minion of Set retains a definite cast of evil to its features and is always a large and powerful example of its animal kind.
Minion of Set | |
Medium-Size outsider (Chaotic, Evil) | |
Hit Dice: | 6d8+6 (33 hp) |
Initiative: | +4 (Improved Initiative); see below for animal form |
Speed: | 30 ft.; see below for animal form |
AC: | 22 (+12 natural); see below for animal form |
Attacks: | +1 khopesh +9/+4 melee; mighty composite longbow (+2 Strength bonus) +8/+3; see below for animal form |
Damage: | +1 khopesh 1d8+3; mighty composite longbow (+2 Strength bonus) 1d8+2; see below for animal form |
Face/Reach: | 5 ft. by 5 ft./5 ft.; see below for animal form |
Special Attacks: | Alternate form; see below for animal form |
Special Qualities: | Fear immunity, SR 12; see below for animal form |
Saves: | Fort +6, Ref +5, Will +7; see below for animal form |
Abilities: | Strength 14, Dexterity 11, Constitution 12, Intelligence 13, Wisdom 14, Charisma 13; see below for animal form |
Skills: | Bluff +10, Hide +9, Intimidate +10, Knowledge (religion) +10, Move Silently +9, Spot +11 |
Feats: | Exotic Weapon Proficiency (khopesh), Improved Initiative |
Climate/Terrain: | Any land or underground |
Organization: | Solitary or band (2-20) |
Challenge Rating: | 6 |
Treasure: | Gear |
Alignment: | Always chaotic evil |
Advancement: | By character class |
Combat
Minions of Set prefer to fight in human form if possible, since they dislike revealing their true nature unless it is absolutely necessary. They change to animal form only if a battle is going poorly or their foes already recognize
their true nature. They are disorganized combatants, each looking for an opportunity to perform some act of glory or courage in order to win favor in Sets eyes, rather than cooperating to guarantee their success.
Alternate Form: A minion of Set has one alternate form, that of a Large or Huge animal. The transformation resembles the shapechange spell in that the minion gains the extraordinary abilities of the animal form, but changing form is a move-equivalent action (not a free action as for shapechange). In animal form, a minion of Set gains the physical abilities, speed, size and reach, and extraordinary abilities of the animal. Its natural armor remains the same in both forms. Statistics for minions in animal forms are summarized below.
Large Viper: Large outsider; Init +7; Spd 20 ft., climb 20 ft., Swim 20ft.; AC 24 (-1 size, +3 Dexterity, +12 natural); Atk +5 melee (1d4 plus poison, bite); Face/Reach 5 ft. by 5 ft. (coiled)/10 ft.; SA Poison; SQ Scent; SV Fort +5, Ref +8; Strength 10, Dexterity 17, Constitution 11.
Dire Bear: Large outsider; Init +5; Spd 40 ft.; AC 22 (-1 size, +1 Dexterity, +12 natural); Atk +15/+15 melee (2d4+10, claws), +10 melee (2d8+5, bite); Face/Reach 10 ft. by 20 ft./10 ft.; SA Improved grab; SQ Scent; SV Fort +9, Ref +6; Strength 31, Dexterity 13, Constitution 19.
Giant Crocodile: Huge outsider; Init +5; Spd 20 ft., Swim 30 ft.; AC 21 (-2 size, +1 Dexterity, +12 natural); Atk +12 melee (2d8+12, bite) or +12 melee (1d12+12, tail slap); Face/Reach 10ft. by 20 ft./10 ft.; SA Improved grab; SV Fort +9, Ref +6; Strength 27, Dexterity 12, Constitution 19.
Dire Hyena: Large outsider; Init +6; Spd 50 ft.; AC 23 (-1 size, +2 Dexterity, +12 natural); Atk +12 melee (1d8+10, bite); Face/Reach 5 ft. by 10ft./5 ft.; SA Trip; SQ Scent; SV Fort +8, Ref +7; Strength 25, Dexterity 15, Constitution 17.
Large Monstrous Scorpion: Large outsider; Init +4; Spd 50 ft.; AC 21 (-1 size, +12 natural); Atk +8/+8 melee (1d6+3, claws), +3 melee (1d6+1 plus poison, sting); Face/Reach 5 ft. by 10 ft./5 ft.; SA Improved grab, squeeze, poison; SV Fort +7; Strength 17, Dexterity 10, Constitution 14.
Minion of Set Characters
Minions of Set occasionally advance in levels as clerics of Set, which is their favored class, or as rogues, blackguards, or assassins.