Midnight
fan-bladed throwing-iron skirmisher of the night warren
Midnight — The Encounter
fan-bladed throwing-iron skirmisher of the night warren · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Midnight
The Lunar Cottontails do not meet a charge head-on, they bleed it. Midnight is one of the warren's fan-blade skirmishers, darting between the wardens to fling moon-iron at any foe foolish enough to break formation. The flock trains its skirmishers to fight in pairs and threes, never alone, so that a thrown blade always lands where a comrade has already pinned the target. Midnight is among the quickest of them, vanishing into burrow-shadow and reappearing a leap away, his pouches rattling with throwing-irons. The wardens hold the line and the casters light it; Midnight is the one who darts out, draws blood, and is gone before the foe can answer. He laughs while he does it, which unsettles enemies almost as much as the blades.
Run Midnight in Sixty Seconds
- Open on a pinned foe then trigger Moonlit Volley against an enemy a warden already engages for +2d6.
- Throw twice then loose iron-fan blades at range, or slash if something closes.
- Never get caught then use Tumbling Withdraw to Disengage and dart half your speed away.
- Fight in a pair then keep an ally adjacent to your target so your volley keeps biting.
- Leap the gap then use Standing Leap to vault terrain and reappear on a soft flank.
Midnight
Medium humanoid (rabbitfolk), chaotic good
CR 2 · 450 XP · GUIDELINEStanding Leap. Midnight's long jump is up to 20 feet and his high jump up to 10 feet, with or without a running start.
Moonlit Volley (signature). Once per turn, when Midnight throws an iron-fan blade at a creature he has not yet attacked this turn, the attack deals an extra 7 (2d6) damage if he has an ally within 5 feet of that creature.
Actions
Multiattack. Midnight makes two attacks with his iron-fan blades, in any combination of melee and thrown.
Iron-Fan Blade. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) slashing damage.
Bonus Actions & Reactions
Tumbling Withdraw (bonus). Midnight takes the Disengage action, then moves up to half his speed.
A wiry rabbit-folk skirmisher caught mid-throw, a fan of moon-bright blades whirling from his paw, teeth bared and red eyes alight.
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.
Open with Moonlit Volley on a foe a warden is already engaging for the bonus dice. Throw and reposition every round, using Tumbling Withdraw to stay out of reach. Always keep an ally adjacent to your target, fight as a skirmish pair, never alone.
Same hit-and-fade role, scaled up. Flank with another Cottontail so Moonlit Volley triggers, then Disengage out of danger. Let the wardens hold while you peel attackers off the casters.
Fight as a darting flanker inside a full warren warband, never solo. Pair with allies to land Moonlit Volley, harry stragglers, and withdraw before you can be pinned down.
Put Midnight 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 Midnight?
Midnight is CR 2 (450 XP) at his native Tier 1. Tier 2 (~CR 6) and Tier 3 (~CR 11) stat lines are provided to slot him into tougher warbands.
How does Midnight fight alongside the rest of the Lunar Cottontails?
He is the flock's fan-blade skirmisher. He works off the wardens' formation, flanking pinned foes so his Moonlit Volley lands extra blades, then tumbling away. He never trades blows toe-to-toe, he harries and withdraws while the line holds.
Is Midnight a solo threat?
No. solo_capable is false and he has no legendary actions. His whole kit depends on allies pinning targets, run him in a Cottontails skirmish pack, not alone.
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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