Showing posts with label D100 Servants of Set & Serpents. Show all posts
Showing posts with label D100 Servants of Set & Serpents. Show all posts

Sunday, January 11, 2026

High Priest Thutothmes the Venom-Tongued of Set NPC & New Sword & Sorcery 'disease' Curse of Set - The Crawling Curse for Castles & Crusades

NPC Profile: High Priest Thutothmes the Venom-Tongued


Thutothmes is a Lord of the Black Ring and a direct conduit to the will of Father Set. Unlike the brutish warriors of the cult, Thutothmes is a master of biological warfare, chemical manipulation, and the slow, psychological erosion of his enemies. He does not just kill; he unmasks the "inner serpent" within his victims. This blog post picks right up from here on the blog. 


The Basics

  • Archetype: Stygian Sorcerer-Priest / Grand Inquisitor

  • Visuals: He is unnervingly tall and gaunt, with skin the color of polished mahogany. He wears robes of pleated black silk that move like liquid. His most striking feature is his eyes—gold with vertical slits—and the fact that he never seems to blink.

  • The "Tell": When he speaks, his voice has a dual resonance, as if a human and a cobra were whispering the same words in unison.


Combat & Abilities

Thutothmes avoids direct physical confrontation, preferring to use his "living environment" to fight for him.

  • Hypnotic Gaze: Once per encounter, Thutothmes can lock eyes with a target. The target must succeed on a Will/Wisdom Save (DC 17) or become paralyzed with a vision of a giant serpent devouring the world for 1d4 rounds.

  • The Serpent’s Breath: He can exhale a 15ft cone of toxic green gas. Those caught inside must save or be blinded and take ongoing poison damage.

  • Shadow-Step: He can dissolve into a pile of writhing vipers and reform up to 30ft away as a move action, making him incredibly difficult to corner.

  • Weapon: The Fang of Set — A sacrificial khopesh coated in a permanent paralytic venom. A single scratch can freeze a man's heart.


Personality & Goals

  • Motive: He is currently obsessed with retrieving the Emerald Scarab (or whatever relic the party has found). He views the party not as thieves, but as "sacrificial couriers" who have done the hard work of bringing the item to him.

  • Temperament: Cold, patient, and arrogantly polite. He will often offer the party a "mercy"—the chance to join the cult as slaves rather than being fed to the temple pits.

  • Secret: Thutothmes is terrified of fire. It is the only thing that reminds him of his mortality and the heat of the sun he has long since forsaken.


Dialogue Hooks

  • "Why struggle, little ape? Your skin is already tight, your blood already cooling. The Serpent does not hunt you... he simply waits for you to stop moving."

  • "You speak of 'morality' while you carry a heart of meat that will rot in a decade. I serve that which was here before the first star, and will be here after the last one flickers out."


In Castles & Crusades, the High Priest Thutothmes is a formidable adversary, functioning as a high-level Cleric (Priest of Set) with several unique "Sorcerous" traits typical of Stygian villains in the Hyborian Age.


High Priest Thutothmes the Venom-Tongued

Level 12 Cleric (Set)

Alignment: Evil

HP: 68 | AC: 19 (Bracers of Defense + Scale Mail of Shadows)

Move: 30 ft.

STRDEXCONINTWISCHA
12 (+0)16 (+2)14 (+1)17 (+2)*18 (+3)*15 (+1)
*Denotes Prime Attributes

Combat Stats

  • Attack (The Fang of Set): +11 To Hit (1d8+1 damage + Paralysis)

  • Saves: Physical 15, Mental 18 (includes level and attribute bonuses)

  • Special Attacks:

    • The Fang of Set: On a successful hit, the victim must make a CL 12 Constitution Save. Failure results in paralysis for 1d6 turns.

    • Hypnotic Gaze: Instead of attacking, Thutothmes can target one creature within 30ft. CL 12 Wisdom Save or be Stunned for 1d4 rounds by terrifying visions.

    • Serpent Breath (1/day): Exhales a 15ft cone of toxic gas. CL 12 Constitution Save or take 6d6 poison damage (half on success).

 Special Abilities

  • Turn/Command Undead: As a 12th level Cleric, Thutothmes commands the dead (typically mummies and skeletons) with ease.

  • Shedding the Mortal Coil: When reduced to 0 HP, Thutothmes does not die instantly. His body bursts into a Swarm of Poisonous Snakes. If even one snake escapes, he can be resurrected via a dark ritual within 13 days.

  • Speak with Serpents: At will, as per the spell.

Spells Typically Prepared

(C&C Cleric Spell Slots: 6/6/5/4/4/2)

  • Level 1: Cause Fear, Curse, Darkness, Detect Good, Invisibility to Animals (Serpents only), Sanctuary.

  • Level 2: Hold Person, Enthrall, Darkness 15' Radius, Silence, Spiritual Weapon (appears as a ghostly cobra).

  • Level 3: Animate Dead, Bestow Curse, Dispel Magic, Speak with Dead.

  • Level 4: Fear, Poison, Tongues, Divination.

  • Level 5: Flame Strike (reflavored as Cold/Necrotic), Insect Plague (Serpents), True Seeing.

  • Level 6: Blade Barrier, Word of Recall.


Loot & Gear

  1. The Fang of Set: A +1 Khopesh of Paralyzing.

  2. Staff of the Viper: Functions as a Staff of the Adder (as per the C&C Monsters & Treasure guide).

  3. Black Lotus Extract (3 doses): Can be applied to weapons or used to heighten spells (increases CL by +2 for one casting, but requires a Con save to avoid 1d4 Int damage).

  4. Signet of the Black Ring: A heavy onyx ring that allows the wearer to cast Command (serpents only) at will.


 Roleplaying Thutothmes in C&C

In Castles & Crusades, the "Challenge Level" (CL) is king. When the party faces him, remind them that his Challenge Base is 18 for Mental saves. He will use Silence to shut down enemy wizards and Hold Person to pick off the fighters, all while his serpent thralls provide a meat shield.

 In the Howardian tradition, the Crawling Curse is less a disease and more a slow, agonizing transformation—the spiritual and physical reclamation of a mortal soul by the Father of Serpents. It is typically triggered by desecrating a shrine or stealing a "Sacred Beetle" (the Emerald Scarab).


The Crawling Curse

The victim begins to feel a phantom itching beneath their skin, as if thousands of tiny hatchlings are squirming through their veins. Over several days, their humanity sloughs off in dry, papery flakes, replaced by the cold, alien nature of the Great Serpent.

 Mechanical Effects (Universal/d20 System)

Type: Curse (Magical/Biological)

Saving Throw: DC 15 Constitution or Wisdom (depending on if the character resists with grit or sheer will).

StageTimeframeEffect
Stage 112 HoursThe Itch: The victim suffers a -2 penalty to Dexterity checks as their skin becomes dry and brittle. They find themselves compulsively seeking heat and sunlight.
Stage 224 HoursCold Blood: The victim's heart rate slows. They take double damage from Cold, and their pupils begin to slit. They gain a -4 penalty to Charisma as they lose the ability to smile or show human emotion.
Stage 348 HoursThe Shedding: Patches of skin fall away to reveal fine, iridescent scales. The victim loses the ability to speak clearly (speaking only in sibilant hisses). They gain Darkvision (60ft) but suffer Disadvantage on all rolls made in direct sunlight.
Stage 472 HoursFull Transformation: The victim's mind snaps. They become a Giant Poisonous Snake (or a Snake-Man NPC) under the control of the GM. They are now a loyal thrall of Set.

 How to Break the Curse

The Crawling Curse cannot be cured by standard medicine. To break it, the victim must:

  1. Restitution: Return the stolen item to the specific tomb or altar from which it was taken.

  2. Blood Ritual: Bathe in the blood of a freshly slain serpent of at least Large size while a priest of a rival deity (like Mitra or Ibis) performs an exorcism.

  3. Sorcerous Intervention: Cast a Remove Curse or Restoration spell, but only after the victim has spent 1 hour in complete darkness, symbolizing their refusal to "see" Set's light.


"The skin on his forearm did not bleed when it tore; it peeled away like a discarded glove, revealing the shimmering, emerald scales of the thing he was becoming." — The Chronicles of the Serpent Tomb

D100 Servants of Set & Serpents Plus Treasures & Curios of Set For A Castles & Crusades Sword & Sorcery Campaign!

 To help you populate the deserts, tombs, and shadowed alleys of your campaign, here is a d100 table of random encounters involving the Servants of Set and their reptilian allies.



I have broken these down by "tier" or "flavor" so you can roll 1d100 or choose a category that fits the current vibe of your session.


 D100 Servants of Set & Serpents

d100Encounter TypeDescription
01-10The Low InitiatesA group of Hooded Cultists (1d6+2) transporting a wicker basket that hisses loudly. They are looking for a "vessel" for a ritual.
11-15The Bone-Gnawers1d4 Giant Hyenas with glowing red eyes, accompanied by a cultist handler who uses a whistle to direct them.
16-25Serpentine StealthA Giant Constrictor Snake draped over a doorway or arch, perfectly camouflaged. It is trained to strike only those not wearing Set's sigil.
26-30The Poison MerchantA shady merchant (Setian spy) selling "Cures for All Ailments." In reality, the potions are mild paralytics meant to make kidnapping easier.
31-40Scales of JusticeA Yuan-ti Malison or a Snake-headed Priest performing an outdoor sacrifice of a local official who opposed the cult.
41-50The Sand-SleeperA Giant Cobra (or Spitfire Serpent) partially buried in the sand. It guards the entrance to a hidden trapdoor leading to a basement shrine.
51-60The Black Pharaoh’s Guard1d4 Wights dressed in ancient Stygian armor, wielding bronze khopeshes. They protect a sacred relic of Set.
61-70Sacred BroodA swarm of Poisonous Snakes pouring out of a decorative urn or wall relief that has been magically triggered.
71-80The Corrupted NobleA local Lord/Lady hosting a gala. If inspected closely, their shadow looks like a rearing cobra, and they have scales beneath their silk collar.
81-90The Herald of SetA Greater Basilisk or a Medusa wandering the ruins, turning "blasphemers" into permanent garden decorations.
91-95Ritual in ProgressA High Priest of Set attempting to summon a Bone Naga. The ritual is 3 rounds from completion when the party arrives.
96-99The God-ShadowA Giant Purple Worm (or a massive "Son of Set" python) erupting from the ground, drawn by the scent of warm blood.
100Set’s AvatarA massive, sentient Shadow Serpent that speaks in the party's minds, offering power in exchange for the heart of a rival deity's priest.

 Quick Tips for Flavoring These Encounters

  • Visuals: Use descriptions of heavy incense (myrrh and lotus), shed skin discarded like trash, and the rhythmic sound of sistrums (percussion instruments) in the distance.

  • The "Tell": Servants of Set often have forked tongues (either natural or surgically split) and a physical aversion to bright, holy sunlight.

  • The Motive: Set is the god of storms, darkness, and confusion. His servants rarely just "attack"—they sow discord, kidnap for sacrifice, or guard forbidden knowledge.

Note on Mechanics: If you are playing a system like D&D or Pathfinder, you can use the Yuan-ti stat blocks for the higher-ranking servants to give them that distinct "snake-person" magical feel.

 To complement your encounters, here is a d100 table of treasures and minor items associated with the Old Serpent. These range from valuable coins and artifacts to unsettling curios and minor magical items fit for a Stygian tomb or a hidden temple in Khemi.


 D100 Treasures & Curios of Set

d100Item NameDescription
01-10Stygian Marks2d20 heavy square-shaped coins made of dark, tarnished silver. They bear the image of a coiled cobra on one side and a lunar eclipse on the other.
11-15Vial of Lotus DustA small crystal phial containing fine black powder. Inhaling it causes vivid, terrifying visions of the abyss (and may grant a temporary boost to sorcery).
16-20Serpent-Eye RingA bronze ring set with a polished tiger's eye stone that appears to "blink" or shift its pupil when moved in the light.
21-25Obsidian Ritual KnifeA serrated dagger made of volcanic glass. It is impossibly sharp but brittle. It grants a bonus to ceremonial sacrifices.
26-30Canopic Jar (Jackal)A limestone jar containing preserved organs. It is surprisingly heavy and hums with a faint, low-frequency vibration.
31-35Incense of the Abyss1d6 sticks of pungent, purple incense. When burned, the smoke doesn't rise; it flows downward like water, hugging the floor.
36-40Setian Prayer ScrollA papyrus scroll written in blood-red ink. It describes the "Twelve Hours of Night." Reading it aloud makes the room feel noticeably colder.
41-45Golden Snake ArmletA bicep-wrap made of solid gold. When worn, the wearer feels a faint "pulse" from the metal, as if it were a living thing.
46-50Cobra-Head WandA wand carved from human bone, topped with a flared cobra hood. It can cast Cause Fear once per day by hissing.
51-55Shed Skin ParchmentA large piece of dried, translucent Great Serpent skin. It can be used as a map that only reveals its landmarks in total darkness.
56-60Emerald ScarabA fist-sized beetle carved from a single emerald. It is worth a small fortune, but it is rumored to bring "The Crawling Curse" to those who steal it.
61-65Mirror of ShadowsA polished bronze mirror. It does not show the viewer's reflection, but rather shows the room as it looked one hour ago.
66-70Venom-Sac CanteenA leather waterskin that magically purifies any liquid put into it, but leaves it tasting faintly of copper and bitterness.
71-75The Serpent’s ToothA long, curved fang mounted on a leather cord. If dipped in poison, the poison becomes twice as potent and lasts longer.
76-80Statuette of Father SetA soapstone idol of a man with a serpent's head. If placed in a doorway, it warns the owner of intruders by letting out a low hiss.
81-85Cloak of the AspA shimmering, scaled cloak. It allows the wearer to move through sand or tall grass without making a sound.
86-90Onyx Eye-PlugsJewelry intended for the dead. If worn by the living, they grant Darkvision but make the wearer blind to natural sunlight.
91-95Jar of Mummified Vipers1d12 tiny, dried snakes. If thrown into a fire, they reanimate as ethereal "Smoke Serpents" that attack the nearest living soul.
96-98The Brazen HeadA bronze head that can answer one question about the past, but it demands a pint of the asker's blood to speak.
99Scales of the Great SerpentA single, shield-sized scale. It is harder than steel and remarkably light. It can be crafted into a legendary piece of armor.
100The Heart of Ahriman(Relic) A pulsing, dark gemstone that radiates pure malice. It can command any serpentine creature within 100 miles, but slowly devours the soul of its holder.

 Adventure Seed: The Cursed Haul

If the players take any of the items from 90-100, you might have them be pursued by Set’s Chosen—a relentless group of Stygian assassins who can track the item's "scent" across any distance.