Irah
sigil-bearing herald of Lilith's flock
Irah — The Encounter
sigil-bearing herald of Lilith's flock · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Irah
Irah carries the mark by which Lilith's daughters know one another in the dark, a sigil-disc that flares to shield the flock and curse their prey. She is the brood's herald and hexer, hanging at the rear to bind a champion in place with a word while her sisters tear the formation apart. Where Irah's light touches, fear cannot take her sisters and weakness takes the foe. The grimoires name her keeper of the flock's covenant, for the daughters scatter without her sign; break the herald, they warn, and the swarm loses its mind.
Run Irah in Sixty Seconds
- Lock the champion then open with hold person to take the enemy's best fighter out of the fight.
- Steady the flock then Warding Sigil and Sigil Flare keep her sisters fearless and topped up.
- Kill priority then she is the brood's brain—drop Irah and the swarm fights worse.
Irah
Medium fiend, neutral evil
CR 6 · 2,300 XP · GUIDELINEWarding Sigil. Allied fiends within 10 feet of Irah have advantage on saving throws against being frightened.
Innate Casting. Irah innately casts (spell save DC 14): at will—darkness, bane; 3/day—hold person; 1/day—fear. She needs no material components.
Actions
Multiattack. Irah makes two Scepter attacks, or uses Hexbolt twice.
Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 7 (2d6) necrotic damage.
Hexbolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 13 (3d6+3) necrotic damage.
Bonus Actions & Reactions
Sigil Flare (Reaction). When an ally Irah can see within 30 feet is hit by an attack, she raises her sigil; the ally gains 5 (1d10) temporary hit points.
She bears the brood's sigil-disc and a necrotic scepter, hexing the strong and steadying her sisters with a flare of red 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.
Keep Irah at the back: hold person the enemy champion, bane the front rank, Sigil Flare her hit sisters. Kill priority once the flock is in melee. Not solo.
Open with hold person on the toughest foe, then Hexbolt from range while her sigil steadies the flock. Protect her; she is the warband's anchor.
Hang behind the line, locking down key targets and propping up sisters with temp HP. Fight as the flock's support; flee when bloodied and unescorted.
Put Irah 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 Irah?
Native Tier 2, CR 6 (2,300 XP). Use the tier table to rescale her support kit.
How does Irah fight alongside the rest of the Daughters of Lilith?
She is the flock's herald and hexer: she locks down enemy champions, debuffs the line, and shields her sisters from fear while they swarm. She fights from the rear.
Is Irah a boss?
No. She is an elite support caster on native-tier numbers with no legendary actions; run her with the flock she empowers.
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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