Sariel
the Moon Marked — who taught the course of the moon and the marking of its months.
Sariel — The Encounter
the Moon Marked — who taught the course of the moon and the marking of its months. · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Sariel
Sariel taught the course of the moon and the marking of its months. She fights as the moon itself: cycling through phases each round — vanishing, surging, driving the party to lunacy, or healing in the waning dark — and pulling the tides of blood and mind.
Run Sariel in Sixty Seconds
- Overpowered boss CR 18 fallen angel — legendary actions + Legendary Resistance.
- Magic Resistance advantage on saves vs. spells; plan your control.
- Tidal Pull its recharge AoE is the wipe threat — spread out.
- Immune to radiant, poison, fear, charm and resists most damage types.
- Part of the Grigori host deadliest fielded alongside the other Watchers and Semjaza.
Sariel
Large celestial (fallen watcher), neutral evil
CR 18 · 20,000 XP · GUIDELINELegendary Resistance (3/Day). If Sariel fails a saving throw, it can choose to succeed instead.
Magic Resistance. Sariel has advantage on saving throws against spells and other magical effects.
Phase of the Moon. At the start of each of Sariel's turns, roll a d4 to set its phase until its next turn: (1) New — Sariel is invisible until it attacks; (2) Waxing — Sariel's speed doubles and it has advantage on attacks; (3) Full — creatures that start within 30 feet make a DC 19 Wisdom save or be afflicted with lunacy (roll a d10 for behavior as the confusion spell); (4) Waning — Sariel regains 30 hit points and ends one condition on itself.
Actions
Multiattack. Sariel makes two Moon-Silver Reach attacks and uses Tidal Pull if available.
Moon-Silver Reach. Melee or Ranged Spell Attack: +14 to hit, reach 10 ft. or range 120 ft., one target. Hit: 18 (3d6 + 8) cold damage plus 18 (4d8) radiant damage, and the target must succeed on a DC 19 Wisdom save or have disadvantage on its next saving throw as its mind clouds.
Tidal Pull (Recharge 5–6). Sariel draws the tides of blood and mind. Each creature in a 40-foot radius makes a DC 19 Constitution saving throw, taking 45 (10d8) cold damage on a failure and being pulled 20 feet toward Sariel, or half damage and not pulled on a success.
Bonus Actions & Reactions
Moonlit Step (Reaction). When targeted by an attack, Sariel steps into moonlight and teleports up to 40 feet to a space it can see; the triggering attack misses if it can no longer reach.
Legendary Actions (3/Round)
Strike (Costs 1 Action). Sariel makes one Moon-Silver Reach attack.
Lunacy (Costs 2 Actions). One creature within 60 feet must succeed on a DC 19 Wisdom save or be affected by the confusion spell until the end of its next turn.
A veiled figure of argent light, her wings the phases of the moon, her face changing as you watch. Sariel taught the course of the moon, and like the moon she is never twice the same and never fully seen.
Sariel, Bound
Companion · acts on your initiative
Bound · GUIDELINELegendary Resistance (3/Day) (signature). If Sariel fails a saving throw, it can choose to succeed instead.
Actions
Moon-Silver Reach. Melee or Ranged Spell Attack: +14 to hit, reach 10 ft. or range 120 ft., one target. Hit: 18 (3d6 + 8) cold damage plus 18 (4d8) radiant damage, and the target must succeed on a DC 19 Wisdom save or have disadvantage on its next saving throw as its mind clouds.
Reactions
Moonlit Step (Reaction). When targeted by an attack, Sariel steps into moonlight and teleports up to 40 feet to a space it can see; the triggering attack misses if it can no longer reach.
The same Large celestial, 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 vastly diminished echo of Sariel for a mid-level party — same role, far softer numbers. It is the host's unpredictable controller — a phase-shifting Watcher that can vanish, blitz, madden the party, or heal, changing its threat every single round. Impossible to plan around, punishing to ignore.
A weakened Sariel, still a serious boss. It is the host's unpredictable controller — a phase-shifting Watcher that can vanish, blitz, madden the party, or heal, changing its threat every single round. Impossible to plan around, punishing to ignore.
It is the host's unpredictable controller — a phase-shifting Watcher that can vanish, blitz, madden the party, or heal, changing its threat every single round. Impossible to plan around, punishing to ignore. This is its true, overpowered form — a legendary-tier fight.
Put Sariel 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 Sariel?
At its native tier Sariel is CR 18 — a deliberately overpowered fallen-angel boss. Scale the AC, HP, to-hit, and save DC to the tier line matching your party's level.
How does Sariel fight?
It is the host's unpredictable controller — a phase-shifting Watcher that can vanish, blitz, madden the party, or heal, changing its threat every single round. Impossible to plan around, punishing to ignore.
How do you pin down Sariel?
You can't fully — its phase changes every round (invisible, fast, maddening, or healing) and it teleports out of attacks. Burst it hard when it's Full or Waning (its vulnerable phases), protect against confusion, and don't waste a big setup turn on a target that may be invisible or elsewhere next round.
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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