Whiteclad Noble
Whiteclad Noble — The Encounter
Moon-pale lord of the twilight court, bearer of the serpent-spear · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Whiteclad Noble
They name him among the hidden courts that keep the hours between sunset and true dark, where rank is measured in cruelty wrapped in courtesy. The Whiteclad Noble walks in spotless robes because nothing is permitted to stain him; the harm he does, he does at the spear's length, never at his own hands. That spear is an heirloom of his line, its golden head split into two serpents that drink a cold venom said to have been milked from the first snake to deceive the first garden. He hunts not for hunger but for diversion, choosing a mortal of spirit and unraveling them with flattery before the killing thrust. To meet his eyes is to be invited to a dance you did not agree to join, and to find your feet already moving toward him. Those who have survived an audience speak of a voice like cool water and a smile that never reaches the eyes, and they do not sleep well after.
Run Whiteclad Noble in Sixty Seconds
- Hold Beguiling Word for round one — push the party's tank or controller away before they can pin the noble, then knife into the soft target behind them.
- Open with the serpent-spear on a low-CON target so Serpent-Spear Venom lands: halved speed and no reactions makes them easy to isolate and finish.
- Kill-priority is mobility and magic — spear whoever can dispel, counter, or chase; the noble wants to dictate the dance, not trade blows.
- When bloodied, lean on Courtly Step + Parry every round, never end your turn adjacent to two enemies, and use Beguiling Word the moment it recharges to buy distance.
- Three ways to run it: a poisoning duelist that picks off stragglers; a charming courtier that splits the party with Beguiling Word; or a lair skirmisher paired with a bigger boss, harrying the back line while the flagship holds the front.
Whiteclad Noble
Medium fey, neutral evil
CR 6 · 2,300 XP · GUIDELINEFey Ancestry. The noble has advantage on saving throws against being charmed, and magic can't put it to sleep.
Serpent-Spear Venom. Signature. The golden vipers coiled at the noble's spear weep a cold poison. The first time on each of its turns that the noble hits a creature with the serpent-spear, the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn; while poisoned this way its speed is halved and it can't take reactions.
Actions
Multiattack. The noble makes two attacks with its serpent-spear.
Serpent-Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 7 (2d6) poison damage.
Beguiling Word (Recharge 5–6). The noble speaks a honeyed command at one creature it can see within 30 ft. The target must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn and, on its turn, it must move at least half its speed away from the noble by the safest route. A charmed creature that takes damage from a source other than the noble repeats the save, ending the effect on a success.
Bonus Actions & Reactions
Courtly Step. Bonus Action. The noble moves up to half its speed without provoking opportunity attacks.
Parry. Reaction. When a creature the noble can see hits it with a melee attack, the noble adds 3 to its AC against that attack, potentially causing it to miss.
A tall, slender lord robed all in moon-white, his skin the blue-grey of dusk and his hair like spilled starlight, balancing a golden spear whose haft blooms into coiled, hissing serpents.
Whiteclad Noble, Bound
Companion · acts on your initiative
Bound · GUIDELINEVenom-Bound (signature). While Whiteclad Noble is within 5 ft. of you, your weapon attacks deal an extra 3 (1d6) poison damage on a hit.
Actions
Fang. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.
Reactions
Lashing Guard. When a creature within 5 ft. of you hits you with an attack, Whiteclad Noble makes a Fang attack against that creature.
One of the golden vipers of the noble's spear, slipped free of the haft to ward its bearer with weeping fangs.
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 Beguiling Word to peel off the strongest melee attacker, then dance in with the serpent-spear and lean on the poison to lock down reactions. If the party clusters, use Courtly Step to flank the back line and Parry the first big hit. Pair it with a knot of fey wardens — the noble is a duelist, not a wall.
Open with Beguiling Word on the party's anchor (the paladin or barbarian) to push them away, then spear the freed caster, applying Serpent-Spear Venom to halve their speed and deny reactions. Kill-priority is whoever can dispel or counter — use Courtly Step + Parry to stay slippery and never stand still. With minions or in its court's lair the noble is a deadly skirmisher; give it a heavier ally to soak the front.
Lead with Beguiling Word to scatter, then chain two venom-laced spear thrusts into the most mobile threat to strip its speed and reactions. Hold Parry for the hardest single hit and reposition every round with Courtly Step. Pair it with a bigger flagship boss and a screen of fey — the noble is the assassin in the wings, not the centerpiece.
Put Whiteclad Noble 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 Whiteclad Noble?
He is built as a CR 6 Tier 2 skirmisher (AC 16, HP 110, +7 to hit, save DC 15). Scaled stat lines for Tier 1 (levels 1–4) and Tier 3 (levels 11–15) are included — the traits and actions stay identical, only the numbers move.
Can Whiteclad Noble be a companion or ally?
Yes. He is not a solo boss — he is an add-on duelist meant to be paired with a heavier flagship threat or fey court. As a recurring patron or reluctant ally he makes a superb courtly quest-giver whose serpent-spear and honeyed tongue are always one favor away from turning on you.
Is the serpent-spear poison or charm his main threat?
Both work together. The spear's venom (DC 15 CON) halves speed and denies reactions to lock a target down, while Beguiling Word (DC 15 WIS, recharge 5–6) pushes the party apart so he can isolate that locked-down target. Treat losing reactions as the real danger and protect your low-CON casters first.
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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