Eihort
Eihort — The Encounter
God of the Labyrinth, whose translucent womb swells with stolen souls · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Eihort
The grimoires of the deep tunnels name it the God of the Labyrinth, and the Revelations of Glaaki devote a trembling page to its gift. Eihort does not war, does not hunger, does not hate. It crawls the black veins beneath creation where the dead dream and stone weeps, and where it passes it offers eternity through the womb of its corruption. Lost wanderers hear it first as kindness: a whisper promising paradise, an end to fear, life without death. Those who accept are taken into the brood, their flesh dissolved into the hive's pale glow, their minds woven forever into its slow eternal pulse. They live, after a fashion. They are no longer men, no longer alone, no longer free. It neither punishes nor rewards. It simply grows, and through its growth the labyrinth widens, swallowing each new vision of heaven into one more glimmering embryo behind its skin.
Run Eihort in Sixty Seconds
- It tempts, it does not rage. Eihort offers eternity. Open with Whispered Promise (Recharge 5-6) on the party's strongest single-target threat to incapacitate them for a round before anyone closes.
- Kill-priority is the grappled ally, not Eihort. Brood-Tendril grapples two PCs at once and Recoil into the Dark burrows them away. The party's job is to free captives before they are incubated, not to race the HP bar.
- Punish clustering. Brood-Womb hits anyone who ends their turn within 10 feet, and Crawling Pulse halves their speed. Reward players who spread out and use ranged answers.
- When bloodied, lean on legendary actions. Use Honeyed Whisper to drag a caster into melee, then Crawling Pulse to pin them in the aura. It cannot be frightened or charmed back.
- Three ways to run it: a slow-dawning horror that whispers before it attacks; a tunnel boss flanked by Quickened converts; or a relentless burrowing predator that grapples and drags PCs into the dark one at a time.
Eihort
Huge aberration, neutral evil
CR 11 · 7,200 XP · GUIDELINEBrood-Womb. Eihort's translucent body teems with embryonic lights. The first time each turn a creature ends its turn within 10 feet of Eihort, that creature must succeed on a DC 16 Constitution saving throw or take 7 (2d6) psychic damage as a brood-seed quickens against its will. A creature reduced to 0 hit points within 10 feet of Eihort does not die but is instead incubated (stable but unconscious until the encounter ends).
The Gift of Eternity. When Eihort is reduced to 0 hit points, it does not die at once. It bursts, and each creature within 15 feet must make a DC 16 Constitution saving throw, taking 21 (6d6) psychic damage on a failure, or half as much on a success. Roll initiative for the released brood.
Actions
Multiattack. Eihort makes two Brood-Tendril attacks and uses Whispered Promise if available.
Brood-Tendril. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8+5) bludgeoning damage, and the target is grappled (escape DC 16). Eihort can grapple two creatures at once.
Whispered Promise (Recharge 5-6). Eihort opens its hive-mind to one creature it can see within 60 feet, showing it paradise. The target must succeed on a DC 16 Wisdom saving throw or take 27 (6d8) psychic damage and be incapacitated until the end of its next turn as the vision drowns it; on a success it takes half damage and is not incapacitated.
Bonus Actions & Reactions
Recoil into the Dark. Reaction. When a creature within 5 feet hits Eihort with a melee attack, Eihort burrows up to 15 feet without provoking opportunity attacks, dragging any creature it has grappled with it.
Legendary Actions (3/Round)
Tendril Lash. Eihort makes one Brood-Tendril attack.
Crawling Pulse (Costs 2 Actions). Each creature within 10 feet of Eihort must succeed on a DC 16 Constitution saving throw or take 10 (3d6) psychic damage and have its speed halved until the end of its next turn.
Honeyed Whisper. Eihort telepathically tempts one creature within 60 feet. That creature must succeed on a DC 16 Charisma saving throw or move up to its speed toward Eihort by the most direct route, taking no opportunity attacks.
A Huge translucent sac of pale flesh, swollen with countless glowing embryos, hauls itself forward on stunted legs beneath a crown of writhing antler-like tendrils. It does not roar; it offers.
Eihort, Bound
Companion · acts on your initiative
Bound · GUIDELINEHive-Threaded (signature). While within 60 feet of the creature it is bound to, the Quickened cannot be frightened and has advantage on saving throws against being charmed. If reduced to 0 hit points, it bursts: each creature within 5 feet takes 7 (2d6) psychic damage.
Actions
Brood-Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage plus 3 (1d6) psychic damage.
Reactions
Throw Itself Between. When the creature it is bound to is hit by an attack, the Quickened can move up to its speed to interpose itself, becoming the target of that attack instead.
A wanderer who took the gift and lived to half-regret it, its skin faintly aglow with another's embryonic lights.
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 Whispered Promise on the party's healer to drop them out of the fight, then grapple with Brood-Tendril and burrow away. Kill-priority is whoever Eihort grapples, since incubation steals bodies, not lives. Run it as a labyrinth ambush with 1-2 lesser horrors, not a brawl.
Lead by grappling the front-liner and using Recoil into the Dark to drag them off alone. Whispered Promise the controller; Brood-Womb punishes anyone who clusters to free the grappled ally. Pair Eihort with a swarm of Quickened so the party fights to reach it through its own converts.
Open with Whispered Promise to incapacitate the party's biggest damage dealer, then grapple two PCs and burrow between them with Recoil. Spend legendary actions on Honeyed Whisper to walk casters into Brood-Womb range, then Crawling Pulse to trap them there. Remember it bursts at 0 HP, so the fight is not over when its bar empties; stage the released brood as the second wave.
Put Eihort 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 Eihort?
Eihort is built at CR 11 (7,200 XP), a Tier 3 boss for a party of levels 11-15. It is solo-capable: three legendary action options plus the Recoil into the Dark reaction give it the action economy to face a full party. Tier 1 and Tier 2 stat lines are provided to drop it into lower-level games as a flagship threat.
Can Eihort be a companion or ally?
Eihort itself is a Huge god-thing and never an ally, but its gift leaves servants behind. The bundled companion, the Quickened, Bound, is a half-converted wanderer who can fight beside a PC, interposing against attacks and bursting with brood-lights when slain. Use it as a tragic ally or a defector from the hive.
How do you survive a fight with Eihort?
Spread out to deny Brood-Womb and Crawling Pulse, designate someone to free grappled allies the moment Eihort burrows, and save a strong save-or-suck or burst-heal for the round after Whispered Promise lands. Above all, remember it bursts when it drops, so keep clear of it as its hit points run out.
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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