Demiurge Spawn
Demiurge Spawn — The Encounter
Malformed get of a blind and lesser maker · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Demiurge Spawn
Not every maker is wise, and not every creation is meant. The grimoires of the doomed cities speak of a blind craftsman-spirit, a lesser and arrogant demiurge who believed itself the only god and shaped flesh by guesswork and pride. The Demiurge Spawn is one of its failures: a winged horror left half-finished, its bones set at wrong angles, its throat lit by a fire it cannot swallow. It does not think so much as resent. Born already aware that it is malformed, it hates every whole and well-made thing that crosses the sky beneath it, and it stoops upon shepherds, watchmen, and lone travelers to drag them down into the rubble of fallen towns. Those who survive its passing describe its cry first: a sound like a chisel slipping, a making gone wrong, that leaves the ears ringing and the will to fight bleeding out of the limbs. It breeds in nesting flights above ruined places, never alone for long.
Run Demiurge Spawn in Sixty Seconds
- Keep it airborne. Flyby means it bites and leaves with no opportunity attack; if the party has no ranged answer, it strafes them to death from above.
- Open with a dive. Lead with a flying double-Claw to grapple the softest target, then Bite, then peel off out of reach.
- Botched Creation every round. The first time it's hit each turn it shrieks for 10-foot psychic damage and disadvantage, so reward yourself when enemies cluster under it.
- When bloodied, stop trading on the ground, stay high, and use Wing Buffet to shove and prone anyone who closes.
- Three ways to run it: lone diving harasser, a grapple-and-drag abductor that hauls a PC away from the party, or one of a nesting flight paired with a bigger flagship horror.
Demiurge Spawn
Large fiend (demon), chaotic evil
CR 6 · 2,300 XP · GUIDELINEFlyby. The spawn doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Botched Creation. Signature. The spawn was made wrong and bleeds wrongness. The first time each turn it takes damage, it lets out a warping shriek: each creature within 10 feet that can hear it must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Actions
Multiattack. The spawn makes one Bite attack and two Claw attacks. If both claws hit the same target, the target is grappled (escape DC 14).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Bonus Actions & Reactions
Wing Buffet. Reaction. When a creature the spawn can see ends its turn within 10 feet of it, the spawn beats its wings and shoves that creature 10 feet away. The creature must succeed on a DC 14 Strength saving throw or be knocked prone.
A crouched, bat-winged horror with a spined hide and a maw that glows like a forge-coal, the Demiurge Spawn is a thing assembled from leftover intentions and broken design.
Demiurge Spawn, Bound
Companion · acts on your initiative
Bound · GUIDELINEGlutton's Heat (signature). When Demiurge Spawn reduces a creature to 0 hit points, it gains 7 (2d6) temporary hit points and its next attack is made with advantage.
Actions
Searing Maw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage plus 3 (1d6) fire damage.
Reactions
Embered Hide. When a creature within 5 feet hits Demiurge Spawn with a melee attack, that creature takes 3 (1d6) fire damage.
A smaller, leashed get of the same blind maker, Demiurge Spawn smolders where it walks and answers only to the spawn that whelped 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.
Open from the air with a Flyby Bite so it never trades blows on the ground; one or two PCs is all a low party can spare to look up. Kill-priority is whoever clusters near it, because Botched Creation will soften your whole front line. Pair it with a ground threat or a swarm so it can stoop, shriek, and peel off.
Open with a Flyby dive: double-claw the squishiest target to grapple and drag, then Bite. When clustered enemies bunch under it, lean on Botched Creation each round to stack disadvantage. Kill-priority is healers and anyone with magic weapons, since nonmagical hits bounce off its hide; run it as a flying harasser paired with a bigger flagship horror or lair caster.
Field it in a nesting flight of two or three, not alone, so Wing Buffet and Botched Creation overlap into a no-fly zone of shrieks and shoves. Open by grappling and hauling a controller skyward, away from the party. Kill-priority is whoever can drop it from the air; pair the flight with a bigger threat to anchor the ground while they strafe.
Put Demiurge Spawn 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 Demiurge Spawn?
Natively CR 6 (XP 2,300), tuned for a 5th-10th level party. Use the Tier 1 column to drop it to roughly CR 2 for levels 1-4, or the Tier 3 column to push it to roughly CR 11 for levels 11-15. Traits and actions stay identical across all three tiers; only the numbers move.
Can Demiurge Spawn be a companion or ally?
Not the spawn itself, but its smaller leashed get, Cinder, is built as a companion sidekick (AC 13, 76 HP) with a searing bite and a burning hide. Hand it to a player who wants a smoldering flier, or run it as the adversary's mount.
Is it really a devil, or a demon?
Stat it as a fiend (demon): it is chaotic, resentful, and made by mistake rather than by law or contract. It is framed through public-domain Gnostic and scriptural lore as the flawed get of a blind, lesser false-maker, not through any proprietary cosmology.
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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