Seth - Egyptian God of Destruction
Seth - Egyptian God of Destruction — The Encounter
Beast-headed lord of storm, drought, and the red desert · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Seth - Egyptian God of Destruction
Set him in the grimoires beneath the red crown: Seth, the Beast of the Storm, brother and betrayer, who slew the green king and scattered the lord of the river into fourteen pieces. Where his sandal falls the soil cracks and the wells run dry, for he is the patron of drought, of foreigners, of the chaos that gnaws the edges of every ordered kingdom. The priests of the two lands named him both guardian and enemy, for his strength alone holds back the serpent of the deep when the sun-barge passes through night. Yet his temper is a sandstorm without season. To bind him is to invite the desert into your hall; to fight him is to fight the wind itself, which scatters armies and buries cities. He laughs through a jackal's teeth, and the laughter sounds like a gale tearing across an empty horizon where no man should walk.
Run Seth - Egyptian God of Destruction in Sixty Seconds
- He is a solo boss built for one band per tier; at T3 he stands alone with legendary actions, no minions required.
- Open with the cone. Lead Howling Tempest (or Tempest Roar at T3) into the tightest cluster to prone, push, and frighten before anyone acts.
- Kill-priority is the healer. Master of Drought already halves their healing, so finishing them shuts the party's recovery down entirely.
- When bloodied, trigger Unkillable Tyrant to eat the alpha strike, then Sand Strider away and reset with another tempest.
- Three ways to run him: a lone storm-tyrant duel, a desert warlord leading jackal-headed soldiers, or a betrayer-deity climax where the party must survive his sandstorm long enough to bind him.
Seth - Egyptian God of Destruction
Large celestial (deity-spawn), chaotic evil
CR 11 · 7,200 XP · GUIDELINEStorm of the Red Sands. Seth is wreathed in a howling desert wind. A creature that starts its turn within 10 feet of him must succeed on a DC 16 Strength saving throw or be pushed 10 feet away and have disadvantage on the next attack roll it makes before the start of its next turn. This is his signature: the battlefield itself becomes a sandstorm that scatters formations.
Master of Drought. Magical healing within 30 feet of Seth restores only half as many hit points (rounded down). Springs, potions, and divine grace all wither in his presence.
Unkillable Tyrant. If damage reduces Seth to 0 hit points, he drops to 1 hit point instead and is stunned until the end of his next turn. This trait can be used once per day.
Actions
Multiattack. Seth makes two attacks: one with his Was-Scepter and one with his Desert Khopesh.
Desert Khopesh. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or take 7 (2d6) necrotic damage as its wounds wither.
Was-Scepter. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) thunder damage, and if the target is Large or smaller it must succeed on a DC 16 Strength saving throw or be knocked prone.
Howling Tempest (Recharge 5-6). Seth unleashes a screaming gale in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) thunder damage on a failed save, or half as much on a success. Creatures that fail are also pushed 15 feet and knocked prone.
Bonus Actions & Reactions
Sand Strider. Bonus Action. Seth dissolves into a gust of red sand and reappears in an unoccupied space he can see within 30 feet, not provoking opportunity attacks.
Legendary Actions (3/Round)
Scepter Strike. Seth makes one Was-Scepter attack.
Rising Dust (Costs 1 Action). Each creature within 10 feet of Seth must succeed on a DC 16 Strength saving throw or be pushed 10 feet and have disadvantage on its next attack roll.
Tempest Roar (Costs 2 Actions). Seth lets out a beastly bellow. Each creature within 30 feet that can hear him must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
A towering, jackal-snouted deity sheathed in gold-and-emerald war regalia, one hand gripping a forked was-scepter and the other a great desert blade as he strides across dunes that move at his command.
Seth - Egyptian God of Destruction, Bound
Companion · acts on your initiative
Bound · GUIDELINESandblind Guard (signature). While within 10 feet of an ally, attack rolls against that ally that the Bearer can see have disadvantage as she sweeps blinding grit into the attacker's eyes.
Actions
Twin Khopesh. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. She may make this attack twice on her turn.
Reactions
Desert Veil. When a creature she can see attacks an ally within 5 feet, she imposes disadvantage on that attack roll.
A gold-masked temple guardian sworn to the storm-lord, fighting beside him to scour the unworthy from the sands.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with Howling Tempest to scatter the clustered party, then close with the Desert Khopesh on whoever is left standing. Kill-priority is healers, since Master of Drought already cripples their output. At this tier run him as a lone warlord boss; one Wadjet-Sworn Bearer is plenty of backup.
Lead with Howling Tempest into the densest knot of PCs, prone and push them, then Multiattack the nearest frontliner. Use Sand Strider to bounce away from the party fighter and onto the casters. Pairs well with a pack of jackal-headed warriors who pin the melee while Seth hunts the backline.
His home band, and a true solo boss. Open with Tempest Roar (legendary) to frighten the front rank, then Multiattack the healer; spend legendaries on Scepter Strike and Rising Dust to keep the party scattered and off-balance. When bloodied, save Unkillable Tyrant to survive an alpha strike, then Howling Tempest the regrouped party. Kill-priority is whoever still heals through the drought aura.
Put Seth - Egyptian God of Destruction on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Seth?
His native sheet is CR 11 (7,200 XP), built for an 11th-15th level party. Because he is solo_capable with legendary actions, his block is dropped one band from a typical deity so a single party can take him on; the included Tier 1 and Tier 2 versions rescale the same traits for level 1-4 and 5-10 tables.
Can Seth be a companion or ally?
He is designed as an adversary and solo boss, not a player ally; a chaotic destroyer-god rarely fights for anyone. If you need a friendly piece, use the included Wadjet-Sworn Khopesh-Bearer as a temple-guardian companion instead.
How do I keep Seth from being a one-round pushover for a big party?
Lean on his legendary actions and Sand Strider to act between turns and relocate onto the backline, and hold Unkillable Tyrant in reserve so a nova turn can't end the fight early. The drought aura and constant pushing should stretch the encounter to a satisfying climax.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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