Irad
whip-wheeling lash-master of the serpent-brood
Irad — The Encounter
whip-wheeling lash-master of the serpent-brood · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Irad
Irad is the lash-master of the Seeds of the Serpent, the cursed brood that wears the old wyrm's scales over fallen flesh. His whip is a tongue of leather and bone, a 15-foot reach that snaps a foe out of their shield wall and hauls them stumbling into the waiting brothers. The grimoires call him the one who breaks the dance, for a battle line cannot hold when Irad keeps plucking single warriors from its center. He never closes if he can drag instead, never fights fair if he can disarm. He is the warband's puppeteer, and his strings are loops of stinging cord.
Run Irad in Sixty Seconds
- 15-foot reach then he lashes from well outside your swing - close fast or bring ranged fire.
- Yank then he can drag a hero 10 feet and prone into the brood - protect your back line's position.
- Crowd Lasher then he gets advantage on anyone standing near a Seed - don't let allies get isolated next to the warband.
- Disarming Snap then he can knock a weapon or focus loose each turn - casters, keep your distance.
- He is the brood's puppeteer then he sets up kills for others; cut him off the soft targets or take him out.
Irad
Medium humanoid (serpentfolk), neutral evil
CR 6 · 2,300 XP · GUIDELINEFar Reach. Irad's whip has reach 15 feet.
Crowd Lasher. Irad has advantage on attack rolls against a creature that is within 5 feet of one of his allies.
Actions
Multiattack. Irad makes two Lash attacks.
Lash. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 4) slashing damage plus 7 (2d6) poison damage.
Yank. Melee Weapon Attack: +7 to hit, reach 15 ft., one Large or smaller target. Hit: 8 (1d6 + 4) bludgeoning damage, and the target is pulled up to 10 feet toward Irad and must succeed on a DC 15 Strength save or be knocked prone.
Bonus Actions & Reactions
Disarming Snap (Bonus Action). Irad targets one creature within 15 feet holding an object; the creature must succeed on a DC 15 Strength save or drop the object.
A serpent-warrior wheels a long lashing whip overhead, the cord blurring in a wide arc. It snaps prey out of formation and drags them into the brood.
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.
Stay at 15 feet and Yank a hero out of formation into the brood's reach. Disarm spellcasters' focuses; Irad pulls the strings while the heavier Seeds do the killing.
Pick off the back line: Yank a caster or healer prone and adjacent to your front Seeds, then Lash with Crowd Lasher advantage. Disarming Snap strips a weapon every round. He sets up kills, never trades blows.
Run him as the brood's puppeteer in a pack of Seeds. He drags isolated heroes into the warband's teeth and disarms their threats; the heavier Seeds finish whatever he reels in. Never solo - he needs the brood to deliver to.
Put Irad 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 Irad?
Natively CR 6 (Tier 2, 2,300 XP). Use the tier table to scale him to CR 2 or CR 11 for your party.
How does Irad fight alongside the rest of the Seeds of the Serpent?
He is the brood's puppeteer, using a 15-foot whip to yank isolated heroes out of formation and into the warband's reach while disarming their threats. The heavier Seeds finish whatever he drags in.
Can Irad fight solo?
No - he is a control skirmisher who needs a warband to deliver his dragged-in targets to. Run him beside other Seeds.
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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