Sodomite Vexxers
Sodomite Vexxers — The Encounter
Hierophant of the doomed cities, crowned in stolen fire · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Sodomite Vexxers
The Vexxers are the surviving priesthood of two cities marked for burning, who watched fire fall from the heavens and chose to worship it rather than flee. Their hierophant wears the radiant headdress of a sun once thought holy, now turned to a crown of judgment he wields against any who would deny him. He does not run; that, he preaches, was the sin of those who looked back and were left as pillars of salt upon the road. Around him circles the coven of vexxers, women who painted themselves in mourning and took up axe and mace when prayer failed them. They believe the destruction of their home was not punishment but elevation, and that the ash beneath their feet is sacred ground. To approach the hierophant is to enter his congregation, and his sermon ends only when the censers stop swinging and the smoke clears over the slain.
Run Sodomite Vexxers in Sixty Seconds
- Never alone — keep an allied cultist within 30 ft. for the +2 spell DC and to soak hits; the hierophant is a back-line caster, not a duelist.
- Open with Verdict of Ash the moment two or more PCs cluster (charge-in, healing huddle); it's 6d6 fire + 3d6 necrotic on a recharge.
- Kill-priority is the enemy healer or low-AC caster — blind your real threat with the censer, then focus the soft target.
- When bloodied, the burning-city fire-burst hits everyone within 10 ft. for 3d6 fire (DC 14 Dex) — let it trigger, then step back behind the coven.
- Three ways to run it: as the priest-king of a fanatic warband, as a lair-bound prophet on burning ground, or paired with a larger fiend as its zealot mouthpiece.
Sodomite Vexxers
Medium humanoid (cultist), neutral evil
CR 6 · 2,300 XP · GUIDELINEVow of the Burning City. The hierophant has advantage on saving throws against being charmed or frightened, and it cannot be turned. The first time it is reduced to half its hit points or fewer, sulfurous fire bursts from its vestments: each creature within 10 feet takes 10 (3d6) fire damage (DC 14 Dexterity save for half).
Coven's Witness. While at least one allied cultist is within 30 feet, the hierophant adds +2 to its spell save DC and its allies have advantage on saving throws against being frightened. The hierophant directs the rite from behind its coven, never standing alone if it can help it.
Actions
Multiattack. The hierophant makes two Scorching Censer attacks, or it casts a spell and makes one Scorching Censer attack.
Scorching Censer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) fire damage, and the target must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn by acrid smoke.
Verdict of Ash (Recharge 5-6). The hierophant calls down a column of judgment in a 20-foot-radius cylinder centered on a point it can see within 60 feet. Each creature in the area takes 21 (6d6) fire damage and 10 (3d6) necrotic damage, or half as much with a successful DC 14 Dexterity saving throw. Unattended flammable objects ignite.
Bonus Actions & Reactions
Pillar of Salt. Reaction, when a creature the hierophant can see within 30 feet moves: it points and intones judgment. The creature must succeed on a DC 14 Constitution saving throw or have its speed reduced to 0 until the start of its next turn as its limbs crust over with salt.
A robed hierophant crowned in a radiant fan of gold stands above a base strewn with the city's dead, golden censers swinging from chains in either fist while a coven of painted warrior-women circles to defend the rite.
Sodomite Vexxers, Bound
Companion · acts on your initiative
Bound · GUIDELINEMourning Frenzy (signature). While below half its hit points, the acolyte's weapon attacks deal an extra 4 (1d8) damage and it has advantage on Strength checks.
Actions
Ritual Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage plus 3 (1d6) fire damage.
Reactions
Shield the Rite. When an ally within 5 feet is hit by an attack, the acolyte steps in and takes the damage instead.
A painted warrior of the coven who has turned her grief into a blade, fighting to keep any harm from reaching the hierophant's voice.
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 Verdict of Ash on the clustered party, then hang back behind any minions and swing the censer at whoever closes. Kill-priority is the squishiest caster; use Pillar of Salt to pin a charging fighter. Pair it with 2-3 cultist warriors so it never stands alone.
Lead with the coven engaging the front line, then open with Verdict of Ash on whoever bunched up to heal. Keep an ally within 30 ft. for the +2 DC, blind the party's striker with Scorching Censer, and Pillar of Salt the first PC who flanks. When bloodied the fire-burst clears its space; reposition behind the line and keep casting.
Run it in its lair amid a full coven of vexxers and ash-clogged terrain. Open with Verdict of Ash, blind the front-line tank, and use Pillar of Salt to deny the party's mobility every round. Kill-priority is the enemy healer; pair it with a bigger fiendish threat so the hierophant stays a support-caster and never has to solo the action economy.
Put Sodomite Vexxers 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 Sodomite Vexxers?
The hierophant is built at CR 6 (2,300 XP) for a 5th-10th level party. Scale it down to roughly CR 2 for tiers 1-4 or up to about CR 11 for tiers 11-15 using the numbers in the tier table; traits and actions stay identical, only AC, HP, to-hit, and save DC move.
Can Sodomite Vexxers be a companion or ally?
The hierophant itself is a villain, but a Vexxer Acolyte makes a strong bound companion: AC 14, 72 HP, a fire-laced ritual axe, Mourning Frenzy when she drops below half, and a Shield the Rite reaction that lets her take a hit meant for an ally. Use her as a frontline bodyguard for a spellcaster PC.
Is the hierophant a solo boss?
No. It is a support-caster centerpiece designed to fight alongside its coven of vexxer warriors, not to stand alone. Field it with 3-6 cultist add-ons or pair it with a larger fiendish threat; the Coven's Witness trait actively rewards keeping allies close.
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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