Minion of Set (CR 6)
Medium Outsider (Chaotic and Evil)
Alignment: Always chaotic evil
Initiative: +4 (Improved Initiative); Senses: Spot +11
AC: 22 (+12 natural), touch 10, flat-footed 22
Hit Dice: 6d8+6 (33 hp)
Fort +6, Ref +5, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +1
Attack: +1 khopesh +9 melee; mighty composite longbow (+2 Str bonus) +8
Full Attack: +1 khopesh +9 melee; mighty composite longbow (+2 Str bonus) +8
Damage: +1 khopesh 1d8+3; mighty composite longbow (+2 Str bonus) 1d8+2
Special Attacks/Actions: Alternate form
Abilities: Str 14, Dex 11, Con 12, Int 13, Wis 14, Cha 13
Special Qualities: Fear immunity, SR 12
Feats: Exotic Weapon Proficiency (khopesh); Improved Initiative
Skills: Bluff +10, Hide +9, Intimidate +10, Knowledge (religion) +10, Move Silently +9, and Spot +11
Advancement: By character class
Climate/Terrain: Any land or underground
Organization: Solitary or band (2-20)
Treasure/Possessions: Gear
Source:
Deities and Demigods
Alternate Form: A minion of Set has one alternate form, that of a Large or Huge animal. The transformation resembles a 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. For more information, see the appropriate creature entry in the Monster Manual (using the dire wolf to represent the dire hyena).
- Large Viper: Large outsider; Init +7; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 24 (-1 size, +3 Dex, +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; Str 10, Dex 17, Con 11.
- Dire Bear: Large outsider; Init +5; Spd 40 ft.; AC 22 (-1 size, +1 Dex, +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; Str 31, Dex 13, Con 19.
- Giant Crocodile: Huge outsider; Init +5; Spd 20 ft., swim 30 ft.; AC 21 (-2 size, +1 Dex, +12 natural); Ark +12 melee (2d8+12, bite) or +12 melee (1d12+12, tail slap); Face/Reach 10 ft. by 20 ft/10 ft.; SA Improved grab; SV Fort +9, Ref +6; Str 27, Dex 12, Con 19.
- Dire Hyena: Large outsider; Init +6; Spd 50 ft.; AC 23 (-1 size, +2 Dex, +12 natural); Atk +12 melee (1d8+10, bite); Face/Reach 5 ft. by 10 ft/5 ft.; SA Trip; SQ Scent; SV Fort +8, Ref +7; Str 25, Dex 15, Con 17.
- Large Monstrous Scorpion: Large outsider; Init +4; Spd 50 ft.; AC 21 (-1 size, +12 natural); Ark +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; Str 17, Dex 10, Con 14.
Chaotic Subtype
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
Evil Subtype
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).