Prince Seere
the swift prince — he has already been everywhere you have been.
Prince Seere — The Encounter
the swift prince — he has already been everywhere you have been. · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Prince Seere
Prince Seere is the seventieth spirit of the Goetia, a Prince of the infernal court who commands twenty-six legions and rides a winged steed of impossible swiftness. His gifts are three: speed beyond any mortal thing, the power to find what is hidden, and the power to reveal what was stolen. He keeps no grudges and takes no sides — and that indifference is the horror. Run him solo with the lair's stuttered-time actions for the cleanest fight; the heralds, guardians, and custodians of his court are added only to raise the stakes.
Run Prince Seere in Sixty Seconds
- Never trade toe-to-toe he hits and vanishes (BA teleport 60).
- Casting always costs The Instant You Move punishes any spell/hide/item use.
- Nothing is hidden truesight 120, ignores cover, can't be surprised.
- No bargain works immune to fear, charm, and every plea.
- Legendary (3) Reveal, Swift Step, and one Spectral Strike per round max.
Prince Seere
Large fiend (the seventieth spirit of the Goetia), neutral evil
CR 10 · 5,900 XP · GUIDELINENothing Is Hidden. Prince Seere has truesight and ignores cover, invisibility, and being hidden from; he can't be surprised. Stealth, illusion, and cover simply do not function against him.
He Does Not Care. Seere is immune to being charmed or frightened, and no bargain, plea, or persuasion ends the fight. He keeps no grudges and takes no sides.
Faster Than You. Seere teleports up to 60 feet as a bonus action, and strikes back the instant a creature casts a spell, hides, or uses an item (see Reactions and Legendary Actions).
Actions
Multiattack. Prince Seere makes two Spectral Scimitar attacks.
Spectral Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) cold damage.
Bonus Actions & Reactions
Blink (Bonus Action). Seere teleports up to 60 feet to an unoccupied space he can see.
The Instant You Move (Reaction, 1/round). When a creature within 60 feet casts a spell, hides, or uses an item, Seere teleports to it and makes one Spectral Scimitar attack against it.
Legendary Actions (3/Round)
Swift Step (Costs 1 Action). Seere teleports up to 30 feet.
Reveal (Costs 1 Action). One hidden or invisible creature within 120 feet is exposed until the end of its next turn; it gains no benefit from invisibility or hiding.
Spectral Strike (Costs 2 Actions). Seere makes one Spectral Scimitar attack. He may take no more than one Spectral Strike per round.
You do not see him arrive. Between one heartbeat and the next, he is simply there — mounted, unhurried, already looking at the exact pocket where you keep the thing you most hoped no one knew about. He does not look angry. He does not look at anything at all.
Prince Seere, Bound
Companion · acts on your initiative
Bound · GUIDELINENothing Is Hidden (signature). Prince Seere has truesight and ignores cover, invisibility, and being hidden from; he can't be surprised. Stealth, illusion, and cover simply do not function against him.
Actions
Spectral Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) cold damage.
Reactions
The Instant You Move (Reaction, 1/round). When a creature within 60 feet casts a spell, hides, or uses an item, Seere teleports to it and makes one Spectral Scimitar attack against it.
The same Large 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 Prince Seere for a low-level party — keep its role identical, just softer numbers. He is the campaign's swift-prince boss — a solo built to out-act four PCs with a bonus-action teleport, a punishing reaction, legendary actions, and perfect target selection. He is run solo with lair actions, or backed by his court to raise the stakes.
He is the campaign's swift-prince boss — a solo built to out-act four PCs with a bonus-action teleport, a punishing reaction, legendary actions, and perfect target selection. He is run solo with lair actions, or backed by his court to raise the stakes.
Prince Seere at full court strength. He is the campaign's swift-prince boss — a solo built to out-act four PCs with a bonus-action teleport, a punishing reaction, legendary actions, and perfect target selection. He is run solo with lair actions, or backed by his court to raise the stakes. Field it alongside the rest of the Court of Seere to raise the stakes.
Put Prince Seere 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 Prince Seere?
At its native tier Prince Seere is CR 10. Scale the AC, HP, to-hit, and save DC to the tier line that matches your party's level.
How does Prince Seere fight in the Court of Seere?
He is the campaign's swift-prince boss — a solo built to out-act four PCs with a bonus-action teleport, a punishing reaction, legendary actions, and perfect target selection. He is run solo with lair actions, or backed by his court to raise the stakes.
Run Prince Seere at Avatar (CR 10) or True Form (CR 15)?
Use the Avatar for levels 7–11 (AC 17, HP 110, Fly 90; playtested to a ~3-in-4 party win at level 7). Use the True Form for level 15+ (higher AC and HP, and it can Call the Legions). Below level 7 he is a guaranteed party wipe.
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.
Played Prince Seere 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.
Log in to comment