Flicker
the step between — the dance has not stopped since the world began.
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
- Park it on the runners Cut In punishes any movement within 5 ft.
- Strips reactions Raking Talons deny the target its reaction.
- High AC while dancing AC 18 unless pinned to speed 0 or grappled.
- Grapple to crack it its AC falls to 14 when it can't move.
- Feeds the Prince stripped reactions let Seere blink through freely.
Flicker
Medium fiend (herald of Seere), neutral evil
CR 4 · 1,100 XP · GUIDELINEThe 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 · GUIDELINEThe 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.
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.
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.
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
- 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 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
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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