Vyshanti
the All-Seeing Throne, ten-thousand-handed witness of the host
Vyshanti — The Encounter
the All-Seeing Throne, ten-thousand-handed witness of the host · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Vyshanti
The cult names Vyshanti the All-Seeing Throne, the unblinking witness set above the winged host to record every deed for judgment. Where the Cult of Metatron's hand-winged heralds carry the verdict, Vyshanti delivers the gaze that pronounces it, drifting low over a battlefield so that nothing escapes its single enormous eye. The faithful kneel beneath it and call its scrutiny a mercy; the condemned feel only the heat of being seen. Its ten thousand hands reach not to strike but to seize and hold the guilty fast until the swordsmen of the flock arrive. Scholars of the Lesser Key insist no such throne is bound there, yet the cult's hymns describe it as old as the first ledger of sins.
Run Vyshanti in Sixty Seconds
- Kill-priority drop the eye last; it has no save it fears, so strip its hand-winged guards first.
- Open with Searing Verdict on the tightest cluster, then settle into Gaze Lash and legendary Watch.
- When bloodied rise to max fly range, spam Grasping Surge and Drifting Sight to keep melee off it.
- Three ways to run it stationary judge that holds the line, drifting sniper that picks off casters, or a lockdown anchor that restrains the front rank for the swordsmen.
Vyshanti
Large celestial, lawful neutral
CR 11 · 7,200 XP · GUIDELINEAll-Seeing Witness. The eye cannot be surprised and has advantage on Wisdom (Perception) checks. Attackers gain no benefit from being unseen, and the eye is aware of every creature within 120 feet regardless of cover or invisibility.
Hundred Hands. The grasping arm-wings warp the air. The first time a creature enters a space within 10 feet of the eye on a turn, that creature must succeed on a DC 16 Strength saving throw or have its speed halved until the end of its next turn.
Magic Resistance. The eye has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The eye makes two Gaze Lash attacks.
Gaze Lash. Melee Spell Attack: +9 to hit, reach 15 ft., one target. Hit: 27 (5d8 + 5) radiant damage.
Searing Verdict (Recharge 5-6). The eye blazes in a 60-foot cone. Each creature there makes a DC 16 Dexterity saving throw, taking 38 (11d6) radiant damage on a failure, or half as much on a success. A creature that fails is also blinded until the end of its next turn.
Legendary Actions (3/Round)
Watch. The eye makes one Gaze Lash attack.
Drifting Sight (Costs 2 Actions). The eye flies up to its speed without provoking opportunity attacks, then forces one creature it can see within 30 feet to make a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
Grasping Surge (Costs 2 Actions). Each creature within 10 feet of the eye must succeed on a DC 16 Strength saving throw or be restrained until the end of the eye's next turn.
A single colossal eye crowned in horns and ringed in a fanged maw, riding wings of countless grasping human hands above a column of violet light.
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.
Hover at the rear and lash the nearest hero while the hand-winged host screens it. Open with Searing Verdict the instant two or more foes bunch up. Never advance alone; let the warband body-block for the eye.
Drift above the line and pin the party's mobile threats with Grasping Surge so the winged blades can land. Recharge Searing Verdict onto clustered targets. Treat it as the host's anchor, not a duelist.
Run it as the warband's centerpiece: Watch between turns, Drifting Sight to reposition and frighten the caster, Grasping Surge to lock down melee. Keep the hand-winged heralds adjacent so it is never charged unguarded.
Put Vyshanti 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 Vyshanti?
Native Challenge Rating 11 (7,200 XP) at its true Tier 3 scale. Scaled stat lines for Tier 1 (~CR 2) and Tier 2 (~CR 6) are provided so you can field it against lower-level parties.
How does Vyshanti fight alongside the rest of the Cult of Metatron?
It is the warband's solo-capable centerpiece. The hand-winged heralds and swordsmen screen it while it restrains and blinds your party, then they cut down whatever it pins. Keep it guarded and let the flock do the killing.
Is Vyshanti a beholder?
No. It is an SRD celestial framed as an apocalyptic 'all-seeing witness' from the cult's own scripture, with magic resistance, truesight, and radiant gaze attacks rather than disintegrating eye rays.
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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