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Vyshanti — Cult of Metatron token & 5e stat block by Clay Cyanide

Vyshanti

Cult of Metatron

the All-Seeing Throne, ten-thousand-handed witness of the host

CR11
AC18
HP207
TypeLarge celestial

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

Vyshanti

Large celestial, lawful neutral

CR 11 · 7,200 XP · GUIDELINE
AC 18 (natural armor and warded flesh) HP 207 (18d10+108) Speed 20 ft., fly 40 ft. (hover)
STR18+4
DEX14+2
CON22+6
INT19+4
WIS23+6
CHA20+5
SavesWIS +11, CHA +10
SkillsInsight +11, Perception +11
Resistradiant; bludgeoning, piercing, and slashing from nonmagical attacks
Immblinded, charmed, frightened
Sensestruesight 120 ft., passive Perception 21
LanguagesCelestial, Common, telepathy 120 ft.

All-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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP55 (9d8+15) To-hit+4Save DC13

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.

Tier 2Levels 5-10 · GUIDELINE
AC16HP130 (15d8+60) To-hit+7Save DC15

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.

Tier 3Levels 11-15 · NATIVE
AC18HP207 (18d10+108) To-hit+9Save DC16

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

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

Played Vyshanti at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.