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Flicker — The Court of Seere token & 5e stat block by Clay Cyanide

Flicker

The Court of Seere

the step between — the dance has not stopped since the world began.

CR4
AC18
HP126
TypeMedium fiend (herald of Seere)

Flicker — The Encounter

the step between — the dance has not stopped since the world began. · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Flicker

Flicker is the court's lockdown piece, a whirl of ram-horned motion that punishes anyone who tries to reposition. Parked beside the party's runners it turns movement into a mistake, and its Raking Talons strip reactions so Prince Seere can blink through the gaps unopposed.

Run Flicker in Sixty Seconds

Flicker

Medium fiend (herald of Seere), neutral evil

CR 4 · 1,100 XP · GUIDELINE
AC 18 (the weaving dance (AC 14 while speed 0 or grappled)) HP 126 (12d8+72) Speed 40 ft.
STR18+4
DEX16+3
CON18+4
INT10+0
WIS13+1
CHA12+1
SkillsAcrobatics +5, Perception +3
Immcharmed, frightened
Sensesdarkvision 60 ft., passive Perception 13
LanguagesInfernal, telepathy 60 ft.

The Dance Does Not Stop. Flicker's AC comes from a perpetual weave; it drops to AC 14 while its speed is 0 or it is grappled.

Actions

Multiattack. Flicker makes two Raking Talons attacks.

Raking Talons. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage, and the target can't take reactions until the end of its next turn.

Bonus Actions & Reactions

Cut In (Reaction). When a creature within 5 feet of Flicker moves, Flicker steps into its path and makes one Raking Talons attack against it; on a hit, the target's speed becomes 0 until the end of its turn.

Always mid-step. Always one beat off from where your eye expects it. The ram horns sweep back like a held breath, and the fingers wait — relaxed, almost gentle — to cut in the instant you try to leave.

Flicker, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 18 HP 75 (scaled ×0.6) Speed 40 ft.
STR18+4
DEX16+3
CON18+4
INT10+0
WIS13+1
CHA12+1

The Dance Does Not Stop (signature). Flicker's AC comes from a perpetual weave; it drops to AC 14 while its speed is 0 or it is grappled.

Actions

Raking Talons. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage, and the target can't take reactions until the end of its next turn.

Reactions

Cut In (Reaction). When a creature within 5 feet of Flicker moves, Flicker steps into its path and makes one Raking Talons attack against it; on a hit, the target's speed becomes 0 until the end of its turn.

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.

Tier 1Levels 1-4 · GUIDELINE
AC16HP75 (12d8+21) To-hit+4Save DC12

A scaled-down Flicker for a low-level party — keep its role identical, just softer numbers. It is the movement-lockdown herald — Cut In punishes any repositioning and Raking Talons strip reactions, so the party can't kite and Seere can teleport through the gaps unpunished.

Tier 2Levels 5-10 · NATIVE
AC18HP126 (21d8+32) To-hit+6Save DC13

It is the movement-lockdown herald — Cut In punishes any repositioning and Raking Talons strip reactions, so the party can't kite and Seere can teleport through the gaps unpunished.

Tier 3Levels 11-15 · GUIDELINE
AC20HP189 (32d8+45) To-hit+8Save DC14

Flicker at full court strength. It is the movement-lockdown herald — Cut In punishes any repositioning and Raking Talons strip reactions, so the party can't kite and Seere can teleport through the gaps unpunished. Field it alongside the rest of the Court of Seere to raise the stakes.

Put Flicker 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 Flicker?

At its native tier Flicker is CR 4. Scale the AC, HP, to-hit, and save DC to the tier line that matches your party's level.

How does Flicker fight in the Court of Seere?

It is the movement-lockdown herald — Cut In punishes any repositioning and Raking Talons strip reactions, so the party can't kite and Seere can teleport through the gaps unpunished.

How do you break Flicker's high AC?

Reduce its speed to 0 or grapple it — either drops it from AC 18 to AC 14. Difficult terrain, restrain effects, or a grapple make it dramatically easier to hit.

Tell Us How It Ran

Played Flicker 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.