Ezeqeel
the Water Diviner — who taught the knowledge of the clouds and the reading of the storm.
Ezeqeel — The Encounter
the Water Diviner — who taught the knowledge of the clouds and the reading of the storm. · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Ezeqeel
Ezeqeel taught the knowledge of the clouds — augury from the storm, the reading of rain and lightning. It fights as a walking stormfront: obscured, ranged, drowning the field and scattering the party with cloudbursts and chained lightning.
Run Ezeqeel in Sixty Seconds
- Overpowered boss CR 18 fallen angel — legendary actions + Legendary Resistance.
- Magic Resistance advantage on saves vs. spells; plan your control.
- The Reading of the Storm its recharge AoE is the wipe threat — spread out.
- Immune to radiant, poison, fear, charm and resists most damage types.
- Part of the Grigori host deadliest fielded alongside the other Watchers and Semjaza.
Ezeqeel
Huge celestial (fallen watcher), neutral evil
CR 18 · 20,000 XP · GUIDELINELegendary Resistance (3/Day). If Ezeqeel fails a saving throw, it can choose to succeed instead.
Magic Resistance. Ezeqeel has advantage on saving throws against spells and other magical effects.
Cloak of Storm. Ezeqeel is lightly obscured by roiling cloud and has half cover from ranged attacks. A creature that starts its turn within 20 feet must succeed on a DC 19 Constitution save or be deafened and have its speed halved by the downpour until the start of its next turn.
Actions
Multiattack. Ezeqeel makes two Diviner's Reach attacks and uses The Reading of the Storm if available.
Diviner's Reach. Melee or Ranged Spell Attack: +13 to hit, reach 15 ft. or range 120 ft., one target. Hit: 18 (3d6 + 8) cold damage plus 18 (4d8) lightning damage, and the target can't take reactions until the start of its next turn.
The Reading of the Storm (Recharge 5–6). A stormcell breaks over a 40-foot-radius, 60-foot-high cylinder centered on a point within 120 feet. Each creature there makes a DC 19 Dexterity saving throw, taking 55 (10d10) lightning damage on a failure, or half on a success. A creature that fails is also knocked prone by the deluge.
Bonus Actions & Reactions
Tide-Turn (Reaction). When targeted by an attack, Ezeqeel can dissolve into mist; it has resistance to that attack's damage and moves up to 30 feet without provoking opportunity attacks.
Legendary Actions (3/Round)
Strike (Costs 1 Action). Ezeqeel makes one Diviner's Reach attack.
Drown (Costs 2 Actions). One creature within 30 feet must succeed on a DC 19 Constitution save or take 27 (6d8) cold damage and be incapacitated (choking) until the end of its next turn.
A drifting thunderhead in the shape of an angel, lit from within by lightning, its face a calm eye at the storm's center. Ezeqeel read the clouds and taught men to do the same, and it never once stopped raining.
Ezeqeel, Bound
Companion · acts on your initiative
Bound · GUIDELINELegendary Resistance (3/Day) (signature). If Ezeqeel fails a saving throw, it can choose to succeed instead.
Actions
Diviner's Reach. Melee or Ranged Spell Attack: +13 to hit, reach 15 ft. or range 120 ft., one target. Hit: 18 (3d6 + 8) cold damage plus 18 (4d8) lightning damage, and the target can't take reactions until the start of its next turn.
Reactions
Tide-Turn (Reaction). When targeted by an attack, Ezeqeel can dissolve into mist; it has resistance to that attack's damage and moves up to 30 feet without provoking opportunity attacks.
The same Huge celestial, 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 vastly diminished echo of Ezeqeel for a mid-level party — same role, far softer numbers. It is the host's artillery and controller — a hovering storm that pins the party in drenching, deafening rain, strikes from range, and drops stormcells on clustered clusters. Keep it out of reach and it grinds you down.
A weakened Ezeqeel, still a serious boss. It is the host's artillery and controller — a hovering storm that pins the party in drenching, deafening rain, strikes from range, and drops stormcells on clustered clusters. Keep it out of reach and it grinds you down.
It is the host's artillery and controller — a hovering storm that pins the party in drenching, deafening rain, strikes from range, and drops stormcells on clustered clusters. Keep it out of reach and it grinds you down. This is its true, overpowered form — a legendary-tier fight.
Put Ezeqeel 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 Ezeqeel?
At its native tier Ezeqeel is CR 18 — a deliberately overpowered fallen-angel boss. Scale the AC, HP, to-hit, and save DC to the tier line matching your party's level.
How does Ezeqeel fight?
It is the host's artillery and controller — a hovering storm that pins the party in drenching, deafening rain, strikes from range, and drops stormcells on clustered clusters. Keep it out of reach and it grinds you down.
How do you close on the Water Diviner?
It hovers, obscures itself, and blinks away when attacked, so ranged answers and fliers matter. Its rain deafens and slows anyone near it, so casters relying on verbal components or mobility suffer; break line of effect or force it out of its cloud.
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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