Diabolique Serenade
Diabolique Serenade — The Encounter
Bloated choir of stolen eyes and gluttonous mouths · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Diabolique Serenade
Of the spirits that whisper through the broken streets of Sodom and Gomorrah, none sings so foully as the Diabolique Serenade. Grimoires name it the Glutton-Choir: a fiend that feeds not on flesh alone but on witness, swallowing the eyes of the curious and the mouths of the boastful and stitching them into its own bloated hide. Each stolen eye still weeps for the head it left; each captive mouth still hums the last tune it knew, and so the demon moves wrapped in a thousand discordant lullabies. It is said to be drawn to cities given over to appetite, where it sits in cellars and sings until the sated cannot tell their own hunger from its own. Bind it, and it will show you any sight its eyes have seen, in any place they once looked. But every secret it surrenders, it sings back twice over to the dark, and the bound conjurer soon finds his own voice among the chorus.
Run Diabolique Serenade in Sixty Seconds
- What it is A bloated demon covered in stolen eyes and mouths — a control/lockdown add-on, NOT a solo boss. Glue it to a flagship Goetia fiend.
- Open with Hurl the Eye at the enemy caster to blind them, then close and bite. If the party clusters to peel a grappled ally, Discordant Chorus auto-taxes the whole knot every round.
- Kill-priority The belly-maw grapple is the threat — it restrains one PC and only releases when the serenade dies or the PC escapes (DC 14). Tell players to break the grapple, not race the HP bar.
- When bloodied (HP 63 or less) it sings louder — narrate the chorus swelling, and use Hurl the Eye the instant it recharges to keep a key PC blinded.
- Three ways to run it Cellar lurker that grabs the first to enter; siege-piece that locks the frontline while the boss flanks; or a 'living scrying eye' the party must silence before it sings their plans back to the dark.
Diabolique Serenade
Large fiend (demon), chaotic evil
CR 6 · 2,300 XP · GUIDELINEAll-Seeing Glut. The serenade is studded with stolen eyes and cannot be surprised. It has advantage on Wisdom (Perception) checks and on attack rolls against any creature that has moved on its turn. It sees in every direction at once.
Discordant Chorus. (signature) The many mouths of the serenade sing a maddening, off-key hymn. At the start of each of its turns, each creature within 15 feet that can hear it must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage and have disadvantage on the next attack roll it makes before the start of its next turn.
Actions
Multiattack. The serenade makes one Devouring Maw attack and two Grasping Limb attacks.
Devouring Maw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 4) piercing damage, and the target is grappled (escape DC 14) by the great belly-mouth. Until this grapple ends, the target is restrained and the serenade can't use its Devouring Maw on another target.
Grasping Limb. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 4 (1d8) psychic damage as a stolen eye fixes on the victim's mind.
Bonus Actions & Reactions
Hurl the Eye (Recharge 5-6). Ranged Spell Attack: The serenade lobs one of its orb-eyes at a creature it can see within 60 ft.: +6 to hit, Hit: 14 (4d6) force damage, and the target must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn.
A swollen mass of mauve flesh balanced on too-small feet, the Diabolique Serenade brandishes orb-eyes in five reaching arms while spare human limbs paddle uselessly from its back and a fanged, weeping eye yawns wide across its belly.
Diabolique Serenade, Bound
Companion · acts on your initiative
Bound · GUIDELINEBorrowed Sight (signature). While Diabolique Serenade is within 30 ft. of you, you cannot be surprised and have advantage on Wisdom (Perception) checks that rely on sight.
Actions
Lashing Limb. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 4 (1d8) psychic damage.
Reactions
Dissonant Cry. When an ally you can see within 30 ft. is hit by an attack, Diabolique Serenade wails. The attacker must succeed on a DC 13 Wisdom save or have disadvantage on its next attack before the start of its next turn.
A smaller cyst of the choir, tamed enough to ride at a conjurer's heel, watching every angle with eyes that are not its own.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by grappling the nearest melee fighter in the belly-maw so it can't be pulled off; the party must commit attacks to free them. Let Discordant Chorus chip the clustered casters. Pair it with a real boss — this is the eye-piece add-on, not the centerpiece.
Open with Hurl the Eye on the backline to blind a caster, then waddle in, grapple the heaviest hitter with the maw, and let Discordant Chorus punish anyone who clumps to rescue them. Kill-priority for the party is the maw grapple; for the DM, hold targets and grind. Set it beside a flagship Goetia boss as the lockdown/control piece.
Same plan, more bodies on the wall: maw-grapple a striker, Hurl the Eye to blind a healer, and let the Chorus tax every clustered turn. It does not act independently well — anchor it to a legendary boss and let it lock the party in place while the boss does the killing.
Put Diabolique Serenade on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Diabolique Serenade?
Its native build is CR 6 (2,300 XP), tuned for a party of levels 5-10 as a control add-on. Scaled stat lines for tiers 1 (levels 1-4) and 3 (levels 11-15) are included so you can drop it into any tier without rebuilding it.
Can Diabolique Serenade be a companion or ally?
Yes — use the bound companion form 'Cantor, Bound' (AC 13, 76 HP), a smaller cyst of the choir that grants you Borrowed Sight (no being surprised, advantage on sight-based Perception) and can wail to spoil an enemy's attack. It is a flavorful conjurer's familiar, not a second boss.
Is it immune to being moved or knocked down?
It can't be knocked prone, and its many eyes make it immune to the blinded condition and impossible to surprise, but it is not immune to forced movement — shove, telekinesis, and pulls still work, which is the cleanest way to break a grappled ally free.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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