Speed
the elder velocity — it has never once hurried.
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
- Kill it first its haste on Seere is the scariest line in the pack.
- Hastes the Prince 2/day haste — prioritizes Seere or a herald.
- Slows you at-will slow saps 2d8 cold and 10 ft. of speed.
- Lend the Hour hands an ally +10 ft. and a bonus reaction.
- Never runs flavor: Speed walks; the world hurries.
Speed
Medium fiend (herald of Seere), neutral evil
CR 4 · 1,100 XP · GUIDELINEIt 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 · GUIDELINEIt 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.
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.
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.
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
- 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 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
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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