Magic Resistance. Set has advantage on saving throws against spells and other magical effects.
Storm Aura. Each creature within 5 feet of Set that makes a melee attack against him must make a DC 18 Dexterity saving throw or take 11 (2d10) lightning damage.
Rejuvenation. When Set is destroyed, he gains a new body in 24 hours if his medallion is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of Set's medallion.
Spellcasting. Set is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +10 to hit with spell attacks). Set has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): Thunder step, dispel magic
4th level (3 slots): storm sphere, guardian of faith
5th level (2 slots): cone of cold, insect plague
6th level (1 slot): chain lightning
Multiattack. Set makes two attacks with Set's touch and uses Divine Gaze.
Set's Touch. Melee Weapon Attack, +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 +4) bludgeoning damage, plus 22 (4d10) lightning damage. The target must make a DC 18 Constitution saving throw or be stunned until the end of Set's next turn.
Divine Gaze. Set targets one creature that he can see within 60 feet of himself. If the target can see Set, it must succeed on a DC 18 Wisdom saving throw or be charmed by Set until the end of his next turn. A target that succeeds on this saving throw is immune to Set's divine gaze for the next 24 hours.
Set take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Set regains spent legendary actions at the start of its turn.
Attack. Set makes one attack with Set's touch, or uses Divine gaze.
Blinding Dust. Blinding dust and sand swirls magically around Set. Each creature within 5 feet of Set must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions). Set utters a blasphemous word. Each creature within 10 feet of the Set that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of Set's next turn.
Channel Negative Energy (Costs 2 Actions). Set magically unleashes negative energy. Creatures within 60 feet of Set, including ones behind barriers and around corners, can't regain hit points until the end of the Set's next turn.
Whirlwind of Sand (Costs 2 Actions). Set magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, Set is immune to all damage, and he can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Set remain in its possession.
Comments