Seth
Seth — The Encounter
Red Lord of the desert storm, jackal-crowned bringer of chaos · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Seth
Long before the throne of the living was secured, the Red Lord ruled the barren places where no crop would grow. Born violent into the world, he tore himself free of his mother and was thereafter the patron of all that storms and severs: thunder over the dunes, the killing heat, the betrayer's blade. The priests of the river feared to speak his name aloud, for to name the storm was to summon it. Yet the same fury that drowned the harvest also guarded the sun-barque against the serpent of the deep, and so even the temples that cursed him kept an altar at the threshold. He is no devil but an elder power of chaos, jackal-crowned and unbowed, who answers only to the older order of the desert. Those who would bind him must offer blood freely given, for the Red Lord takes nothing he has not first overturned.
Run Seth in Sixty Seconds
- Open with Hurled Sandstorm. Drop the cone on the tightest knot of PCs first turn — the blind is worth more than the damage, and it sets up your whole next round.
- Kill-priority: the healer. Use Desert Stride or Bonus-Action teleport to skip the tank entirely and put the scepter on whoever keeps the party standing.
- Storm-Wrapped taxes melee. Anyone who stands next to Seth bleeds thunder every turn and ranged shooters fire at disadvantage — make the party choose between range and the aura.
- When bloodied (63 HP), go mobile. Teleport away from the cluster, blind them again with the cone on recharge, and pick off stragglers; never stand still for the alpha strike.
- Three ways to run him: as a lieutenant beside a desert lord, as the anchor of a storm-cult ambush with jackal minions, or as a roaming chaos hazard that hits and Desert-Strides out before the party can focus him.
Seth
Medium celestial (deity), chaotic evil
CR 6 · 2,300 XP · GUIDELINEStorm-Wrapped. Seth is shrouded in a churning veil of violet desert wind. A creature that starts its turn within 5 feet of him takes 5 (1d10) thunder damage, and ranged weapon attacks against Seth have disadvantage as the gale tears at their flight.
Lord of Chaos. Seth has advantage on saving throws against being charmed or frightened, and he cannot be surprised. The first time each round a creature within 30 feet rolls a natural 1 on an attack roll or saving throw, Seth may use his reaction to move up to 10 feet without provoking opportunity attacks.
Actions
Multiattack. Seth makes two attacks with his Was-Scepter.
Was-Scepter. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) lightning damage.
Hurled Sandstorm (Recharge 5-6). Seth flings a roaring vortex of grit and lightning in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) thunder and lightning damage on a failed save, or half as much on a success. Creatures that fail are also blinded until the end of their next turn.
Bonus Actions & Reactions
Desert Stride. Bonus Action. Seth steps into a swirl of red sand and teleports up to 30 feet to an unoccupied space he can see.
A lean, jackal-headed god strides through a maelstrom of violet storm-light, his serpent-crowned was-scepter trailing chaos, sand and lightning coiling around him like a living cloak.
Seth, Bound
Companion · acts on your initiative
Bound · GUIDELINEStorm-Sworn (signature). Seth is immune to the thunder damage from Seth's Storm-Wrapped aura and has resistance to lightning damage. While within 10 feet of Seth, it has advantage on attack rolls.
Actions
Rending Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength save or be knocked prone.
Reactions
Chaos Lunge. When an ally within 10 feet is hit by an attack, Seth springs into the attacker's path; the triggering creature must make a DC 14 Dexterity save or have its movement reduced to 0 until the start of its next turn.
A storm-touched jackal of monstrous size, its hide flickering with the same violet lightning that wreathes its master.
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 Hurled Sandstorm to blind clustered PCs, then wade into the softest target with the scepter. Use Desert Stride to slip past the front line toward casters. Pair Seth with a pack of jackals or desert raiders so a low party cannot simply gang the storm god down.
Open with Hurled Sandstorm into the tightest cluster, then Multiattack the lowest-AC striker; the Storm-Wrapped aura punishes anyone who closes. Kill-priority is the party healer — Desert Stride past the tank to reach them, with Sandfang locking the path behind. Run him as a lieutenant beside a larger desert lord rather than alone; his reaction kit rewards a chaotic, mobile fight.
Lead with Hurled Sandstorm every recharge to keep the party blinded, then teleport-strike the most exposed caster. Lean on the aura and Lord of Chaos to make the floor punishing as minions herd PCs inward. At this tier pair Seth with a bigger boss or a full storm-cult lair — he is the chaos engine in the room, not the centerpiece.
Put Seth 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?
Seth is built at CR 6 (2,300 XP) in his native Tier 2 form, tuned for a party of levels 5-10. The record also provides CR-equivalent stat lines scaled down to Tier 1 (levels 1-4) and up to Tier 3 (levels 11-15) so you can drop him into any campaign.
Can Seth be a companion or ally?
Yes, though he is a willful elder power of chaos rather than a loyal servant. If the party strikes a bargain with him, run him as a temporary ally who fights on his own terms, or use the bound companion Sandfang, a storm-touched jackal that benefits from his lightning aura and locks down enemies.
Is Seth a solo boss?
Not on his own. He is a mobile, hard-hitting lieutenant whose kit shines when paired with minions or a larger threat. A full party will out-act him in a one-on-one fight, so frame him as the chaos engine inside a bigger encounter or storm-cult lair.
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
Played Seth at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
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