Selenevour
Selenevour — The Encounter
Antlered carrion-horror crowned in a thicket of bone · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Selenevour
Where a forest dies of plague, it is said the rot does not always rest. Selenevour was once the great stag-spirit of a moon-haunted wood, slain by a sickness that crept up from poisoned roots. It did not pass on. The corruption knit antler to bone and bone to grave-soil until the thing that rose wore the crown of the old stag and the hunger of the grave. By moonlight it walks the hollows where its wood once stood, goring any living thing it scents and dragging the carcasses back into the briar of its own horns. Hunters who track it find their hounds turned against them, snared in roots that drip black ichor. The wise do not speak its name aloud beneath an open moon, for it is said to come at the calling, antlers first, jaws already wet.
Run Selenevour in Sixty Seconds
- What it is A Large undead brute, CR 6 at home, AC 15, 127 HP. An ADD-ON, not a solo boss; give it a bigger threat or a pack of minions to stand beside.
- Open with Carrion Lunge into your backline, Tusk-Gore to knock the target prone (DC 15 Str), then Rending Claw it before it can stand.
- Kill-priority It hunts the softest, most mobile target it can reach. Goring keeps that PC prone; archers or wolves should mop up anyone it pins.
- When bloodied (63 HP) Festering Wounds bursts: melee attacks against it gain advantage but anyone who hits takes 5 (1d10) necrotic. It now WANTS to be swarmed, so let it soak hits while allies flank.
- Three ways to run it Goring battering-ram (lunge, knock prone, repeat); attrition wall (park it in a choke, Antler Thicket bleeds clusters); or panicked beast (lunge a new target each round to keep the party scattered).
Selenevour
Large undead, chaotic evil
CR 6 · 2,300 XP · GUIDELINEAntler Thicket. The dense crown of bone sprouting from Selenevour's back and skull grants three-quarters cover to any Medium or smaller creature that ends its turn within 5 feet of it and aids no enemy. A creature that misses Selenevour with a melee attack while within 5 feet must succeed on a DC 14 Dexterity save or take 7 (2d6) piercing damage as it snags itself on the bone.
Festering Wounds. When Selenevour is reduced to 63 hit points or fewer (bloodied), its split, weeping wounds burst. Until the end of its next turn, melee attacks against it have advantage, but any creature that hits it with a melee attack takes 5 (1d10) necrotic damage from the spray of corrupt ichor.
Actions
Multiattack. Selenevour makes one Tusk-Gore attack and one Rending Claw attack.
Tusk-Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 4) piercing damage, and a Large or smaller target must succeed on a DC 15 Strength save or be knocked prone.
Rending Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) necrotic damage.
Bonus Actions & Reactions
Carrion Lunge. Reaction. When a creature Selenevour can see ends its movement within 15 feet of it, Selenevour can move up to its speed straight toward that creature. This movement provokes no opportunity attacks from the triggering creature.
A hunched mass of teal, split-open flesh hauls itself forward on clawed limbs, its skull-faced head crowned by a grasping thicket of pale antlers and its jaw split by curving tusk-fangs.
Selenevour, Bound
Companion · acts on your initiative
Bound · GUIDELINEGrave-Crowned (signature). While the bound horror is within 10 feet of you, you and it both have resistance to necrotic damage, and you can't be frightened.
Actions
Goring Charge. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target must succeed on a DC 14 Strength save or be pushed 10 feet away.
Reactions
Thicket Guard. When an ally within 5 feet of the bound horror is hit by a melee attack, it can interpose its antlers, reducing the damage by 1d10.
Half-tamed by a desperate ritual, the carrion-stag answers its keeper like a dog that has forgotten it once loved the hunt more than the hunter.
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 Carrion Lunge into the nearest squishy target and gore it prone, then claw. Keep it in melee so Antler Thicket punishes whiffs; at this tier treat it as a single mid-fight bruiser, not the whole encounter. Pair it with a swarm of lesser undead so the party can't simply focus it down.
Open by lunging the spellcaster or healer, gore to knock prone, then Rending Claw the same target. Stay adjacent to enemies so Antler Thicket bleeds anyone who clusters or misses. When bloodied it sprays ichor, so it WANTS to be swung at; let it tank while your minions flank. Pair it with archers who pick off anyone fleeing the goring.
A frontline brute for a bigger threat's lair, not a solo. Lunge and gore the most mobile PC to lock them down, then have it body-block a doorway while the real boss works. Lean on Festering Wounds when bloodied to discourage melee, and pair it with a flagship undead or a necromancer who keeps re-raising the fallen around it.
Put Selenevour 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 Selenevour?
Its home tier is CR 6 (2,300 XP) for a party of levels 5-10: AC 15, 127 HP, +7 to hit, save DC 15. The stat block scales down to roughly CR 2 for levels 1-4 and up to about CR 11 for levels 11-15, with the same traits and only the numbers shifting.
Can Selenevour be a companion or ally?
Yes. As 'Selenevour, Bound' it is a half-tamed carrion-stag with AC 14 and 76 HP that gives a nearby keeper necrotic resistance and fear immunity, gores with a pushing charge, and can throw its antlers in the way of incoming blows to shield an adjacent ally.
Is Selenevour a good solo boss?
No. It hits hard and tanks well, but it has no legendary actions and only one reaction, so a four-PC party will out-act it. Run it as a frontline brute beside a true boss, or backed by a pack of lesser undead, rather than alone.
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
Played Selenevour at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
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