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

Glitch

The Court of Seere

the lantern of what was hidden — what it shines on, stays found.

CR4
AC15
HP117
TypeMedium fiend (herald of Seere)

Glitch — The Encounter

the lantern of what was hidden — what it shines on, stays found. · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Glitch

Glitch is the court's anti-stealth battery. It exists to switch the rogue off: The Lantern's Truth rips a hidden or invisible target into the open at range, and three Lantern Flares hammer whoever the light has found. It fights from the back and never lets an enemy break line of sight.

Run Glitch in Sixty Seconds

Glitch

Medium fiend (herald of Seere), neutral evil

CR 4 · 1,100 XP · GUIDELINE
AC 15 (natural) HP 117 (18d8+36) Speed 30 ft.
STR12+1
DEX18+4
CON14+2
INT12+1
WIS14+2
CHA10+0
SkillsPerception +6, Stealth +6
Immcharmed, frightened
Sensesdarkvision 60 ft., passive Perception 16
LanguagesInfernal, telepathy 60 ft.

Unerring Sight. Glitch ignores half cover and three-quarters cover, and it attacks without disadvantage against a creature it can't see whose location it knows (any creature within 60 feet).

Actions

Multiattack. Glitch makes three Lantern Flare attacks.

Lantern Flare. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 8 (1d8 + 4) radiant damage.

The Lantern's Truth (Recharge 5–6). One creature Glitch can sense within 120 feet is revealed until the end of Glitch's next turn: it gains no benefit from invisibility or hiding, and attack rolls against it have advantage.

A deer skull crowned in burning antlers, a lantern that does not light the room — it lights you. Whatever Glitch's lamp has touched can never again be lost, hidden, or denied.

Glitch, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 15 HP 70 (scaled ×0.6) Speed 30 ft.
STR12+1
DEX18+4
CON14+2
INT12+1
WIS14+2
CHA10+0

Unerring Sight (signature). Glitch ignores half cover and three-quarters cover, and it attacks without disadvantage against a creature it can't see whose location it knows (any creature within 60 feet).

Actions

Lantern Flare. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 8 (1d8 + 4) radiant damage.

Reactions

Interpose (Reaction). When its owner is hit by an attack the companion can see, it interposes; if it is the nearer target, the attacker strikes it instead.

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
AC13HP70 (12d8+16) To-hit+4Save DC12

A scaled-down Glitch for a low-level party — keep its role identical, just softer numbers. It is the anti-stealth battery — The Lantern's Truth drags the rogue or invisible caster into the open at range and grants advantage against them, then its Lantern Flares focus that target down.

Tier 2Levels 5-10 · NATIVE
AC15HP117 (20d8+27) To-hit+6Save DC13

It is the anti-stealth battery — The Lantern's Truth drags the rogue or invisible caster into the open at range and grants advantage against them, then its Lantern Flares focus that target down.

Tier 3Levels 11-15 · GUIDELINE
AC17HP175 (29d8+44) To-hit+8Save DC14

Glitch at full court strength. It is the anti-stealth battery — The Lantern's Truth drags the rogue or invisible caster into the open at range and grants advantage against them, then its Lantern Flares focus that target down. Field it alongside the rest of the Court of Seere to raise the stakes.

Put Glitch 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 Glitch?

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

How does Glitch fight in the Court of Seere?

It is the anti-stealth battery — The Lantern's Truth drags the rogue or invisible caster into the open at range and grants advantage against them, then its Lantern Flares focus that target down.

How do you shut Glitch down?

Close the distance and focus it — Glitch is a low-AC ranged piece that dies fast in melee. Until then, expect no benefit from invisibility or hiding once its lantern has picked you out.

Tell Us How It Ran

Played Glitch 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.