Glitch
the lantern of what was hidden — what it shines on, stays found.
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
- Anti-stealth battery The Lantern's Truth reveals the hidden at 120 ft.
- Three ranged flares Multiattack for 1d8+4 radiant each.
- Sees through cover ignores half and three-quarters cover.
- Finds the unseen no disadvantage vs. targets within 60 ft.
- Keep it at range low AC — it is a caster, not a brawler.
Glitch
Medium fiend (herald of Seere), neutral evil
CR 4 · 1,100 XP · GUIDELINEUnerring 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 · GUIDELINEUnerring 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.
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.
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.
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
- 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 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
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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