Dark Tower Design Diary: The Lesser Sons of Set in Dark Tower

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The Lesser Sons of Set

By Chris Doyle

The Sons of Set are the bastard offspring of the evil god Set and various mortals. A jumble of divine and mortal attributes, the Sons are horrific conglomerations of humanoid and reptilian features. No two Sons have the same appearance or abilities, for in uniting himself with mortals, Set made his offspring susceptible to Chaos. Thus, instead of being neutral evil like their sire, the Sons of Set are chaotic evil.

While the Lesser Sons of Set are numerous, only four Chosen Sons of Set can exist at one time. Every time one of the Chosen Sons dies, a Lesser Son is promoted to take its place. A Lesser Son can usurp a Chosen Son if it defeats it in combat, but if the Lesser Son is defeated, it owes its greater sibling a century of service.

The Lesser Sons of Set have no fear of death, for if destroyed, they reincarnate in a new form after a year or two. Chosen Sons, however, are more cautious, as a Chosen Son that dies is demoted to Lesser status. Every 666 years, the celestial hosts prevent Set from promoting a Lesser Son to a Chosen Son for a full year. Defeating all the Chosen Sons during this time would strip Set of significant deific power. As such, Set is particularly vigilant during these celestial occurrences. But the immortal Sphinxes never forget, and although they are forbidden to share this information with mortals directly, they lace their prophecies with hints of Set’s vulnerability.

Below are the base 5E statistics for a Lesser Son of Set and the Chosen Sons of Set. Check our next update for the several tables to randomly customize a Son of Set.

LESSER SON OF SET

Large fiend (demon), chaotic evil

Armor Class: 19 (natural armor)

Hit Points: 127 (15d10 + 45)

Speed: 30 ft.

STR 18 (+4)   DEX 17 (+3)   CON 17 (+3)   INT 15 (+2)   WIS 12 (+1)   CHA 8 (-1)

Saving Throws: Con +7, Int +6, Wis +5

Damage Resistances: acid, lightning

Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities: poisoned

Senses: darkvision 120 ft., passive Perception 11

Languages: Abyssal, Common, telepathy 100 ft.

Challenge: 9 (5,000 XP)

Innate Spellcasting: The Lesser Son’s spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components:

  • 1/day each: conjure animals (5th level; snakes only), snake charm, sticks to snakes

Magic Resistance: The Lesser Son has advantage on saving throws against spells and other magical effects.

True Name: Each Lesser Son has a true name. If the Lesser Son hears its true name spoken aloud, it makes a saving throws with disadvantage for the next hour.

ACTIONS

Multiattack: The Lesser Son makes three melee attacks, at least two of which must be slam attacks.

Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage.

Summon Minions of Set (1/Day): The Lesser Son summons 1d6 minions of Set. The minions appear in unoccupied spaces within 60 feet of the Lesser Son and act as allies of the Lesser Son. Each minion remains for 1 minute, until it or the Lesser Son dies, or the Lesser Son dismisses it with an action.

CHOSEN SON OF SET

Huge fiend (demon), chaotic evil

Armor Class: 20 (natural armor)

Hit Points: 231 (22d12 + 88)

Speed: 30 ft.

STR 20 (+5)   DEX 17 (+3)   CON 19 (+4)   INT 16 (+3)   WIS 16 (+3)   CHA 12 (+1)

Saving Throws: Con +9, Int +8, Wis +8

Skills: Perception +8, Intimidation +11

Damage Resistances: acid, lightning

Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities: poisoned

Senses: darkvision 120 ft., truesight 120 ft., passive Perception 18

Languages: Abyssal, Common, telepathy 100 ft.

Challenge: 13 (10,000 XP)

Innate Spellcasting: The Chosen Son’s spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:

  • 1/day each: conjure animals (7th level; snakes only), dispel magic, snake charm, sticks to snakes

Legendary Resistance (3/Day): If the Chosen Son fails a saving throw, it can choose to succeed instead.

Magic Resistance: The Chosen Son has advantage on saving throws against spells and other magical effects.

True Name: Each Chosen Son has a true name. If the Chosen Son hears its true name spoken aloud, it makes saving throws with disadvantage for the next minute.

ACTIONS

Multiattack: The Chosen Son makes four melee attacks, at least two of which must be slam attacks.

Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage.

Summon Lesser Son of Set (1/Day): The Chosen Son of Set summons a Lesser Son of Set. The Lesser Son appears in an unoccupied space within 60 feet of the Chosen Son and acts as its ally. It remains for 10 minutes, until it or the Chosen Son dies, or the Chosen Son dismisses it as an action. The Lesser Son can’t use Summon Minions of Set.

Summon Minions of Set (1/Day): The Chosen Son summons 2d6 minions of Set. The minions appear in unoccupied spaces within 60 feet of the Chosen Son and act as its allies. A minion remains for 10 minutes, until it or the Chosen Son dies, or the Chosen Son dismisses it as an action.

LEGENDARY ACTIONS

The Chosen Son can take 3 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’s turn. The Son of Set regains spent legendary actions at the start of its turn.

Attack. The Son of Set makes a melee attack.

Move. The Son of Set moves up to its speed without provoking opportunity attacks.

Innate Spellcasting (Costs 2 Actions). The Son of Set casts an innate spell.

Author: admin

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