Lord Kanor Jillrose
Lord Kanor Jillrose — The Encounter
Robed lord of the doomed cities, walking on a hundred grasping hands · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Lord Kanor Jillrose
When fire and brimstone fell upon the cities of the plain, not every lord burned cleanly. Kanor Jillrose, a magistrate of those doomed gates, bargained at the last hour, offering the hands of his own people in place of his life. The bargain was kept and twisted: he was spared, but his legs were taken, and in their place rose every hand he had ever condemned, every petitioner he had turned away, every coin he had clutched. Now they carry him, a hundred fists forever grasping upward, and he glides through ruined streets as a fiend in a magistrate's robes. His blade still smolders with the fire that razed his home, and where he points, salt and cold creep over the living as it once crept over his fleeing kin. He passes judgment still, though every sentence he renders is now the same.
Run Lord Kanor Jillrose in Sixty Seconds
- He has no legs — he walks on a host of grasping hands. He cannot be tripped or knocked prone, ignores difficult terrain, and slows anyone who starts a turn next to him (DC 16 STR).
- Open with Hands of the Host to grapple and restrain two clustered PCs, then Multiattack the trapped one with the fire blade.
- Kill-priority is mobility and escape — anyone with freedom of movement, misty step, or dimension door. Strip their getaway and the throng pins your whole front line.
- When bloodied, spam Clutching Hands on the reaction and let Throng of the Damned halve speeds — keep the party stuck in melee where his Cinder Blade and Mark of Sodom fire do the work.
- Three ways to run him: solo boss leaning on Drag Down + legendary Reach each round; warden of a sin-city ruin with the Grasping Host companion choking the streets; or a slow inevitable executioner who freezes fleers with Pillar of Salt.
Lord Kanor Jillrose
Large fiend (devil), lawful evil
CR 11 · 7,200 XP · GUIDELINEThrong of the Damned. Lord Kanor walks not on legs but on a writhing host of grasping hands. He cannot be knocked prone, ignores difficult terrain, and a creature that starts its turn within 5 feet of him must succeed on a DC 16 Strength save or have its speed halved until the start of its next turn as hands clutch at its feet.
Mark of Sodom. When a creature Lord Kanor can see within 30 feet rolls a 1 on a saving throw against his effects, that creature also takes 7 (2d6) fire damage as judgment falls. Once per turn, when he reduces a creature to 0 hit points, one ally he can see gains 10 temporary hit points.
Actions
Multiattack. Lord Kanor makes two attacks with his Cinder Blade, or one Cinder Blade attack and uses Hands of the Host.
Cinder Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) slashing damage plus 9 (2d8) fire damage.
Hands of the Host. Up to two creatures within 10 feet must each make a DC 16 Strength save. On a failure, a creature takes 14 (4d6) bludgeoning damage and is grappled (escape DC 16) by the clutching arms; while grappled this way it is restrained and Lord Kanor cannot grasp another with that hand.
Bonus Actions & Reactions
Clutching Hands (Reaction). When a creature within 10 feet of Lord Kanor casts a spell or moves out of his reach, the host of hands lashes out: the creature must succeed on a DC 16 Dexterity save or take 11 (2d10) bludgeoning damage and have its movement reduced to 0 until the end of its turn.
Legendary Actions (3/Round)
Reach of the Damned. Lord Kanor makes one Cinder Blade attack.
Drag Down (Costs 2 Actions). One creature within 15 feet must succeed on a DC 16 Strength save or be pulled up to 15 feet toward Lord Kanor and knocked into the grasping host, taking 10 (3d6) bludgeoning damage and becoming grappled (escape DC 16).
Pillar of Salt (Costs 2 Actions). Lord Kanor points at one creature he can see within 60 feet. It must make a DC 16 Constitution save, taking 16 (3d10) cold damage and being restrained until the end of its next turn on a failure, or half damage and no restraint on a success.
A towering lord in a spired golden helm and rippling teal vestments, his bare torso scarred with sin-marks, one hand raised in cold benediction while the other grips a jagged flaming blade. Below the waist he has no legs at all, only a slithering tower of human arms and hands that carry him forward.
Lord Kanor Jillrose, Bound
Companion · acts on your initiative
Bound · GUIDELINETide of Hands (signature). The space within 10 feet of the Host is difficult terrain for the Host's enemies, and a creature that ends its turn there takes 5 (2d4) bludgeoning damage from clutching fingers.
Actions
Seize. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d6+3) bludgeoning damage and the target is grappled (escape DC 15).
Reactions
Pull Under. When a grappled creature tries to move away, the Host may pull it 5 feet back toward itself.
A churning, legless mound of arms broken loose from Kanor's tower, dragging itself after fresh victims to add their hands to its mass.
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.
Open with Hands of the Host to lock down the front-liner, then chop with Cinder Blade. If a caster steps back, punish with Clutching Hands. Pair Kanor with a swarm of lesser grabbers so the party can never break free to focus him.
Lead with Hands of the Host on two clustered PCs, then Multiattack the grappled one. Use Clutching Hands to wreck a kiting caster. Kill-priority is anyone with movement or freedom magic; deny it and his throng pins the whole line.
As a solo boss: open by Drag Down on the squishiest PC into the grasping host, then Multiattack. Spend legendary actions on Reach of the Damned each round, saving Pillar of Salt to freeze a fleeing caster. When bloodied, lean on Clutching Hands and Throng of the Damned to keep the party trapped in melee where his fire blade dominates.
Put Lord Kanor Jillrose 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 Lord Kanor Jillrose?
His home sheet is CR 11 (7,200 XP), a Tier 3 (levels 11-15) boss. Because he carries a real boss kit — legendary actions plus a punishing grasping reaction — he is solo-capable and his statline drops one band from his size/role to stay fair against a full party. The record also includes scaled Tier 1 and Tier 2 versions so you can field him at any table.
Can Lord Kanor Jillrose be a companion or ally?
As written he is a lawful evil fiend and a centerpiece adversary, not a party ally. If your story needs the throng on the players' side, use the included companion, the Grasping Host — a legless mound of arms that grapples and drags enemies, scaled to roughly 60% of Kanor's durability.
How do I keep the grappling from grinding the fight to a halt?
Limit Hands of the Host to two targets and remember each clutching arm can only hold one creature, so a focused PC can free an ally instead of attacking. Telegraph the DC 16 Strength escape and let martials shove or sunder; the throng is meant to pin one or two PCs, not the whole party at once.
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.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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