After the Egyptian army’s resounding defeat at the battle of Tobruk (the result of an overwhelming force made up entirely of animated armor), the Pharaoh simply didn’t have the military strength to hold onto the Upper Nile. The followers of Sebek and Set retreated from Egyptian society and declared themselves sovereign, and gained a stranglehold on the now-undefended region and built a citadel. The party, serving the United Pantheon of Greek, Egyptian, and Norse gods, arrived to clear out the citadel and in doing so, rescued a young boy by the name of Cantrus. He had been captured and chanted at, but the followers of Sebek apparently had not finished the ritual. But when exposed to a cursed and sentient doll, imbued with the energies of chaos… Cantrus transformed, into the monstrous creature known as Sephis.

Sephis

Large fiend, chaotic evil

AC: 18 (natural armor)

HP: 300 (20d12+85)

Speed: 40 ft.

STR 23 (+6) DEX 16 (+3) CON 20 (+5) INT 12 (+1) WIS 15 (+2) CHA 14 (+2)

Saving Throws: STR +11, DEX +8, CON +10

Skills: Athletics +11, Intimidation +7, Perception +7

Senses: darkvision 60 ft., passive perception 17

Languages: Common

Challenge: 17 (18,400 XP)

Aura of Chaos: at the start of each turn, roll a d6 to determine what kind of

damage creatures within 10 ft take 2d6 of if they fail a DC 16 Con save. Acid,

cold, fire, lightning, poison, thunder.





Actions

Multiattack: Sephis makes 2 claw attacks, 1 Chaos Beam, and 1 tail attack per

turn.

Claws: +13 to hit, 10 ft, one target, 2d8+6 slashing damage.

Chaos Beam: Sephis fires a 5 ft wide 40 ft beam from his mouth. Creatures in

the line make a DC 18 Dex save. On a success, they take half damage. On a

fail, they take 5d10 damage. Roll a d8 to determine acid, cold, fire, force,

lightning, necrotic, poison, or thunder damage.

Tail: +13 to hit, 5 ft, one target, 2d8+6 bludgeoning damage.

Art by @beefiestjake