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

Speed

The Court of Seere

the elder velocity — it has never once hurried.

CR4
AC14
HP104
TypeMedium fiend (herald of Seere)

Speed — The Encounter

the elder velocity — it has never once hurried. · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Speed

Speed is the most dangerous herald and the least dramatic. It never runs; it simply bends the tempo of the battlefield, hasting Prince Seere or a sibling herald into an extra scimitar turn while slowing the party to a crawl. A court with Speed alive acts twice for every once the party manages.

Run Speed in Sixty Seconds

Speed

Medium fiend (herald of Seere), neutral evil

CR 4 · 1,100 XP · GUIDELINE
AC 14 (veil of moments) HP 104 (16d8+32) Speed 30 ft.
STR10+0
DEX14+2
CON12+1
INT14+2
WIS12+1
CHA16+3
SkillsArcana +5, Perception +6
Immcharmed, frightened
Sensesdarkvision 60 ft., passive Perception 14
LanguagesInfernal, telepathy 60 ft.

It Never Hurries. Speed's own pace never changes — the world around it does. Speed never takes the Dash action and never needs to.

Spellcasting. Speed casts spells (spell save DC 14, +6 to hit). At will: slow (single target, 120 ft.; 9 (2d8) cold damage and its speed drops by 10 ft. until the end of its next turn), light, mage hand. 3/day: misty step. 2/day: haste (cast only on Prince Seere or a herald — this is its priority). 1/day: slow.

Actions

Touch of Hours. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) cold damage, and the target's speed is reduced by 10 ft. until the end of its next turn.

Bonus Actions & Reactions

Lend the Hour (1/turn, Bonus Action). One ally within 30 feet gains +10 feet of speed and one extra reaction until the start of Speed's next turn.

The robe does not stir. The hands fold like a patient grandfather's. It walks toward you at the same pace however fast you run — because Speed does not move quickly. It makes everything else move at its pleasure.

Speed, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 62 (scaled ×0.6) Speed 30 ft.
STR10+0
DEX14+2
CON12+1
INT14+2
WIS12+1
CHA16+3

It Never Hurries (signature). Speed's own pace never changes — the world around it does. Speed never takes the Dash action and never needs to.

Actions

Touch of Hours. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) cold damage, and the target's speed is reduced by 10 ft. until the end of its next turn.

Reactions

Lend the Hour (1/turn, Bonus Action). One ally within 30 feet gains +10 feet of speed and one extra reaction until the start of Speed's next 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
AC12HP62 (10d8+17) To-hit+4Save DC12

A scaled-down Speed for a low-level party — keep its role identical, just softer numbers. It is the tempo engine — it hastes Prince Seere for an extra scimitar turn and slows the party, so the court out-acts the table every round. A smart party murders Speed in round one.

Tier 2Levels 5-10 · NATIVE
AC14HP104 (17d8+28) To-hit+6Save DC13

It is the tempo engine — it hastes Prince Seere for an extra scimitar turn and slows the party, so the court out-acts the table every round. A smart party murders Speed in round one.

Tier 3Levels 11-15 · GUIDELINE
AC16HP156 (26d8+39) To-hit+8Save DC14

Speed at full court strength. It is the tempo engine — it hastes Prince Seere for an extra scimitar turn and slows the party, so the court out-acts the table every round. A smart party murders Speed in round one. Field it alongside the rest of the Court of Seere to raise the stakes.

Put Speed 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 Speed?

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

How does Speed fight in the Court of Seere?

It is the tempo engine — it hastes Prince Seere for an extra scimitar turn and slows the party, so the court out-acts the table every round. A smart party murders Speed in round one.

Why is Speed the priority kill over the boss?

Because haste on Prince Seere effectively gives the boss a second devastating turn each round. Removing Speed collapses the court's action-economy advantage far faster than trading hits with Seere himself.

Tell Us How It Ran

Played Speed 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.