b'Monster of Set \n'b'  Huge   monstrosity ,  chaotic evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  207 (18d12 + 90)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX:  11 (+0)  CON:  20 (+5)  INT:  10 (+0)  WIS:  16 (+3)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +11,  Con  +10  Skills   Perception  +13  Damage Resistances  acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Senses   darkvision  60 ft., passive  Perception  23  Languages  understands Draconic but can\xe2\x80\x99t speak  Challenge  16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The monster of Set\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  3/day each :  blur ,  cure wounds  (as 4th-level slot),  darkness ,  protection from evil and good ,  true polymorph  (self only) \n'b'  1/day each :  blight , desecrate (see sidebar),  dispel evil and good ,  divine word  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The monster of Set uses its Frightful Presence and make one Bite  attack , one Horns  attack , and one Claws  attack . When its Fire Breath is available, it can use the breath in place of its Bite or Horns. \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 16 (3d6 + 6) piercing damage. \n'b'  Horns .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 17 (2d10 + 6) bludgeoning damage. \n'b'  Claws .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 16 (3d6 + 6) slashing damage. \n'b'  Fire Breath (recharge 5-6) . The dragon head exhales fire in a 30-foot cone. Each creature in that area must make a DC 18  Dexterity  saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'  Frightful Presence . Each creature of the monster of Set\xe2\x80\x99s choosing that is within 120 feet of the monster of Set and aware of it must succeed on a DC 17  Wisdom  saving throw or become  frightened  for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the monster of Set\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The monster of Set can take three 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\xe2\x80\x99s turn. The monster of Set regains spent legendary actions at the start of its turn. \n'b'\n'b'  Claw Attack . The monster of Set makes a Claw  attack . \n'b'  Detect . The monster of Set makes a  Wisdom  ( Perception ) check. \n'b'  Wing Attack (costs 2 actions) . The monster of Set beats its wings. Each creature within 10 feet of the monster of Set must succeed on a DC 18  Dexterity  saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked  prone . The monster of Set can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Created by the Cult of Set, the monster of Set is used as a guardian of tombs, treasuries, and other sites important to the cult. As foul tempered as its appearance is bizarre, the monster of Set is usually linked to a summoning device that brings the creature from whatever plane where it normally dwells. A fearsome foe, the monster of Set is loyal only to its master, which notably is the god Set and not the hierarchy of Set\xe2\x80\x99s cult.'