Astaroth Knight
the Duke's chosen — armored in the silence past all grief.
Astaroth Knight — The Encounter
the Duke's chosen — armored in the silence past all grief. · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Astaroth Knight
The Knights are Astaroth's chosen, cultists who grieved into something no longer entirely human. Silent and unbreakable, they shield the cult, resist the very sorrow-magic their mistress wields, and cut with blades that carry a little of the throne's necrosis. They are the elite the party must break to reach the Duke.
Run Astaroth Knight in Sixty Seconds
- Elite anchor AC 18, resists nonmagical and necrotic damage.
- Interpose soaks hits meant for nearby cultists.
- Ward of Mourning shields the mob from Astaroth's own psychic aura backlash.
- Necrotic greatblade 2d8+4 slashing plus 2d6 necrotic, twice.
- Immune to fear Silent Resolve — no easy crowd control.
Astaroth Knight
Medium fiend (cultist), neutral evil
CR 5 · 1,800 XP · GUIDELINESilent Resolve. The Knight is immune to being frightened and has advantage on saving throws against being charmed.
Ward of Mourning. Allied cultists within 10 feet of the Knight have resistance to the first instance of psychic damage they take each round.
Actions
Multiattack. The Knight makes two Mourning Greatblade attacks.
Mourning Greatblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage.
Bonus Actions & Reactions
Interpose (Reaction). When an allied cultist the Knight can see within 5 feet is hit by an attack, the Knight can take the hit instead.
It has grieved so long it has gone quiet — a slab of grief-forged plate that neither weeps nor speaks, only advances.
Astaroth Knight, Bound
Companion · acts on your initiative
Bound · GUIDELINESilent Resolve (signature). The Knight is immune to being frightened and has advantage on saving throws against being charmed.
Actions
Mourning Greatblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage.
Reactions
Interpose (Reaction). When an allied cultist the Knight can see within 5 feet is hit by an attack, the Knight can take the hit 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 Astaroth Knight for a low-level party — same role, softer numbers. It is the legion's elite guard — an unbreakable, fear-immune anchor that shields the cult, resists sorrow-magic, and hits hard enough to punish anyone who rushes the Duke.
It is the legion's elite guard — an unbreakable, fear-immune anchor that shields the cult, resists sorrow-magic, and hits hard enough to punish anyone who rushes the Duke.
Astaroth Knight at full legion strength. It is the legion's elite guard — an unbreakable, fear-immune anchor that shields the cult, resists sorrow-magic, and hits hard enough to punish anyone who rushes the Duke. Field it alongside the rest of the legion to raise the stakes.
Put Astaroth Knight 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 Astaroth Knight?
At its native tier Astaroth Knight is CR 5. Scale the AC, HP, to-hit, and save DC to the tier line matching your party's level.
How does Astaroth Knight fight in its legion?
It is the legion's elite guard — an unbreakable, fear-immune anchor that shields the cult, resists sorrow-magic, and hits hard enough to punish anyone who rushes the Duke.
Why fight the Knight before Astaroth?
Ward of Mourning and Interpose make the whole cult more durable while a Knight stands, and its necrotic resistance shrugs off much of the legion's own backlash. Removing it collapses the cult's staying power.
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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