Abezathibou
Abezathibou — The Encounter
The One-Winged Apostate, halved between heaven and ruin · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Abezathibou
Among the rolls of those who fell Before the Fall, Abezathibou is counted a herald who could not choose. Scripture in the broken choirs names him a once-radiant intercessor who, when the proud host rebelled, lifted only one wing in defiance and left the other raised in prayer. For this half-faith neither side would keep him: heaven sheared away his second pinion and the abyss would not regrow it, so he flies forever lopsided, one wing of light and one of leather. He haunts the seams between sanctified ground and damned earth, drawn to mortals torn by their own loyalties, whispering that no oath need bind a soul. His axe was forged from a fallen pillar of the firmament; it cuts as holy fire while he is whole and as grave-cold venom once he bleeds. To bargain with him is to be promised both salvation and release, and granted neither.
Run Abezathibou in Sixty Seconds
- Aspect flip Track his HP: above half he deals bonus radiant and is the bright-wing apostate; the moment he drops to half or below, his Halo becomes necrotic AND he gains a 5-ft. necrotic aura. Announce the flip out loud.
- He hovers Run him airborne every round. He has fly 50 ft. (hover) plus Single Wing-Beat as a reaction to escape after enemies move adjacent, so don't let him get pinned.
- Kill-priority He hunts the backline: scorching ray and sacred flame open on the healer or a caster. Players who can ground him (web, ranged, counter-fliers) should be your first targets.
- Bloodied = melee threat Once bloodied he wants to be IN the party, dealing axe + necrotic Halo + aura damage. Before bloodied he kites; after, he commits.
- Three ways to run him Heaven-leaning (sacred flame zealot, stays high and radiant), Abyss-leaning (rush to get bloodied fast, become a necrotic blender), or Trickster (darkness + misty step, never where they expect).
Abezathibou
Large fiend (fallen celestial), neutral evil
CR 6 · 2,300 XP · GUIDELINESundered Halo. Abezathibou is split between grace and damnation. While he has more than half his hit points, he radiates Radiant Aspect: the first time each turn he hits with a weapon attack the target takes an extra 7 (2d6) radiant damage. While he is bloodied (half hit points or fewer), he instead radiates Abyssal Aspect: that same bonus becomes 7 (2d6) necrotic damage, and any creature that ends its turn within 5 ft. of him takes 4 (1d8) necrotic damage.
Magic Resistance. Abezathibou has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: darkness, sacred flame; 3/day each: misty step, scorching ray; 1/day each: blight, fly.
Actions
Multiattack. Abezathibou makes two attacks with his Sundering Axe, or casts a spell and makes one Sundering Axe attack.
Sundering Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage plus the bonus from Sundered Halo.
Cast a Spell. Abezathibou casts one of his innate spells (see Innate Spellcasting).
Bonus Actions & Reactions
Single Wing-Beat (Reaction). When a creature he can see ends its movement within 10 ft. of him, Abezathibou can beat his one feathered wing and fly up to 20 ft. without provoking opportunity attacks.
A horned, hovering apostate poised on a serpent's coil of rubble, one wing white with seraph feathers and the other a torn bat's membrane, a curved axe glowing cold in his hand. He is grace and ruin caught mid-fall, neither fully cast out nor permitted home.
Abezathibou, Bound
Companion · acts on your initiative
Bound · GUIDELINEHalved Grace (signature). The animate wing shares Abezathibou's nature: while it is above half hit points its slap deals radiant damage; while bloodied it deals necrotic instead.
Actions
Feather-Edge Slap. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) radiant or necrotic damage (see Halved Grace).
Reactions
Shielding Furl. When an ally within 5 ft. is hit by an attack, the Pinion furls around them, reducing the damage by 7 (2d6).
The torn second wing, kept alive by the same curse that took it, beating restlessly at his shoulder like a thing that remembers flight.
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 at range with sacred flame from the air, then dive with the axe once a target is isolated. Stay airborne and use Single Wing-Beat to peel off the moment melee closes. Pair him with a bigger flagship boss; here he is the harrying skirmisher, not the centerpiece.
Open with scorching ray on the party's healer, then alternate axe and misty step to stay mobile and hand off radiant ticks via Sundered Halo. Kill-priority is whoever can ground him; keep flying and hover over the rubble line. He shines as an add-on lieutenant beside a heavier devil or angelic boss, switching to his necrotic aura the instant he is bloodied.
Lead with blight on a clustered front line, then carve with two axe swings carrying the Halo rider every round. Use fly and misty step to deny melee entirely. Even scaled up he is best run as the dangerous wing-man to a true solo boss; he punishes whoever chases him while the boss controls the floor.
Put Abezathibou 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 Abezathibou?
His native build is CR 6 (2,300 XP), a Tier 2 challenge for parties of levels 5-10. The sheet also scales to a CR 2-style Tier 1 version and a CR 11-style Tier 3 version; traits and actions stay identical, only AC, HP, to-hit, save DC, and damage move between the bands.
Can Abezathibou be a companion or ally?
He is written as an adversary and an add-on lieutenant rather than a solo boss, but his neutral-evil, no-side allegiance makes him a natural temporary ally or treacherous patron. A party torn between factions could bargain him to their side for a scene before he inevitably serves only himself.
Why does he get stronger when bloodied?
He doesn't get stronger so much as change flavor: Sundered Halo swaps his bonus damage from radiant to necrotic and adds a small close-range necrotic aura at half HP. It rewards melee pressure with a damage type shift and a reason for him to dive in, so the back half of the fight feels different from the opening.
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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