Agares Night Haunter
the dread on the wind — it comes at the hour flight feels safest.
Agares Night Haunter — The Encounter
the dread on the wind — it comes at the hour flight feels safest. · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Agares Night Haunter
Night Haunters are the legion's terror-skirmishers, winged fiends that harry the flanks and the fleeing. They slow and frighten with their presence, dart in and out with Flyby strikes, and herd the panicked back toward the Hounds and the Fighters. They are the fear that keeps the killzone closed.
Run Agares Night Haunter in Sixty Seconds
- Flying skirmisher Flyby lets it strike and leave freely.
- Dread Presence halves the speed of anyone starting within 10 ft.
- Harrowing Shriek AoE frighten to pin the party.
- Necrotic talons 2d6+3 slashing plus 1d6 necrotic, twice.
- Herds the panicked drives fleers into the Hounds and Fighters.
Agares Night Haunter
Medium fiend, lawful evil
CR 4 · 1,100 XP · GUIDELINEFlyby. The Night Haunter doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Dread Presence. A creature that starts its turn within 10 feet of the Night Haunter and can see it must succeed on a DC 13 Wisdom saving throw or have its speed halved until the start of its next turn.
Actions
Multiattack. The Night Haunter makes two Shadow-Talon attacks.
Shadow-Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) necrotic damage.
Harrowing Shriek (Recharge 6). Each creature within 20 feet must succeed on a DC 13 Wisdom saving throw or be frightened of the Night Haunter until the end of its next turn.
It arrives on no wind at all, at the hour the road feels safest — a winged dread that halves the courage in your legs and the speed in them too.
Agares Night Haunter, Bound
Companion · acts on your initiative
Bound · GUIDELINEFlyby (signature). The Night Haunter doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Shadow-Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) necrotic damage.
Reactions
Interpose (Reaction). When its owner is hit by an attack the companion can see, it interposes; if it is the nearer target, the attacker strikes it instead.
The same Medium fiend, bound as a lesser ally and set to guard whoever summoned it.
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.
A scaled-down Agares Night Haunter for a low-level party — same role, softer numbers. It is the legion's terror-skirmisher — it slows and frightens with its presence, strikes on Flyby, and herds panicked PCs back into the Hounds and the line.
It is the legion's terror-skirmisher — it slows and frightens with its presence, strikes on Flyby, and herds panicked PCs back into the Hounds and the line.
Agares Night Haunter at full legion strength. It is the legion's terror-skirmisher — it slows and frightens with its presence, strikes on Flyby, and herds panicked PCs back into the Hounds and the line. Field it alongside the rest of the legion to raise the stakes.
Put Agares Night Haunter 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 Agares Night Haunter?
At its native tier Agares Night Haunter is CR 4. Scale the AC, HP, to-hit, and save DC to the tier line matching your party's level.
How does Agares Night Haunter fight in its legion?
It is the legion's terror-skirmisher — it slows and frightens with its presence, strikes on Flyby, and herds panicked PCs back into the Hounds and the line.
How do you deal with the Night Haunter's mobility?
Flyby means it won't give you opportunity attacks, so ready actions or ranged attackers punish it best. Saving against Dread Presence and Harrowing Shriek keeps your movement and stops it from herding you.
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.
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