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

Haste

The Court of Seere

first out of the gate — the pounce you hear only after it lands.

CR4
AC15
HP105
TypeMedium fiend (herald of Seere)

Haste — The Encounter

first out of the gate — the pounce you hear only after it lands. · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Haste

Haste is the first of Prince Seere's four heralds to reach a fight, and usually the first thing the party feels rather than sees. It exists to open combat on the court's terms: pounce out of nowhere, put the front rank on the floor, and slip away before anyone can answer. It never trades blows standing still.

Run Haste in Sixty Seconds

Haste

Medium fiend (herald of Seere), neutral evil

CR 4 · 1,100 XP · GUIDELINE
AC 15 (unarmored agility) HP 105 (14d8+42) Speed 40 ft.
STR16+3
DEX16+3
CON16+3
INT10+0
WIS12+1
CHA12+1
SkillsAthletics +5, Perception +3
Immcharmed, frightened
Sensesdarkvision 60 ft., passive Perception 13
LanguagesInfernal, telepathy 60 ft.

Pounce. If Haste moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the hit deals an extra 7 (2d6) damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Multiattack. Haste makes two Talons attacks.

Talons. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Bonus Actions & Reactions

Surge (Bonus Action). Haste takes the Dash action.

Slipstream (Reaction). When Haste leaves a creature's reach, it provokes no opportunity attacks for the rest of the turn.

It moves like a laugh cut short: a blur of pale limbs, a grin that arrives a half-second before the rest of it. The talons are longer than they should be. Everything about Haste is longer than it should be.

Haste, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 15 HP 63 (scaled ×0.6) Speed 40 ft.
STR16+3
DEX16+3
CON16+3
INT10+0
WIS12+1
CHA12+1

Pounce (signature). If Haste moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the hit deals an extra 7 (2d6) damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Reactions

Slipstream (Reaction). When Haste leaves a creature's reach, it provokes no opportunity attacks for the rest of the 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
AC13HP63 (10d8+18) To-hit+3Save DC12

A scaled-down Haste for a low-level party — keep its role identical, just softer numbers. It is the opening skirmisher — it pounces the frontline prone from maximum distance, then Slipstreams back out of reach before the party can retaliate, setting up the rest of the court.

Tier 2Levels 5-10 · NATIVE
AC15HP105 (18d8+24) To-hit+5Save DC13

It is the opening skirmisher — it pounces the frontline prone from maximum distance, then Slipstreams back out of reach before the party can retaliate, setting up the rest of the court.

Tier 3Levels 11-15 · GUIDELINE
AC17HP157 (26d8+40) To-hit+7Save DC14

Haste at full court strength. It is the opening skirmisher — it pounces the frontline prone from maximum distance, then Slipstreams back out of reach before the party can retaliate, setting up the rest of the court. Field it alongside the rest of the Court of Seere to raise the stakes.

Put Haste 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 Haste?

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

How does Haste fight in the Court of Seere?

It is the opening skirmisher — it pounces the frontline prone from maximum distance, then Slipstreams back out of reach before the party can retaliate, setting up the rest of the court.

Should Haste ever hold its ground?

No. Haste is a hit-and-run pouncer; if it is standing in melee at the end of its turn you are running it wrong. Open every fight with Pounce from range, drop a target prone, and use Surge and Slipstream to leave clean.

Tell Us How It Ran

Played Haste 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.