Am-heh
Am-heh — The Encounter
Devourer of Millions, the gilded reaper of unworthy souls · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Am-heh
In the hidden rolls of the necropolis, Am-heh is named the Devourer of Millions, the eater of the souls the gods deem unworthy of the afterlife. Where Anubis weighs the heart, Am-heh waits at the lake of fire for the verdict to fall against the dead, and harvests what remains with a scythe forged to reap not grain but spirits. The wrappings that bind it are the linen of a thousand failed mummifications, and the gold upon its body is grave-plunder it claimed from those it judged. It does not rage; it simply arrives, sweeps its blade through the unworthy, and grows stronger with each soul it swallows. Tomb-robbers tell that to hear the dry whisper of its cowl is to know your heart has already been measured and found wanting, and that no offering, no prayer, and no flight will unmake the sentence its curved blade has come to carry out.
Run Am-heh in Sixty Seconds
- What it is a Medium gilded skeleton reaper, a Tier 2 add-on (CR 6) heavy meant to flank a bigger Echoes of the Nile boss, not solo a party.
- Open with Reaping Pull to hook the healer or mage into reach, then Multiattack with the soul-reaping scythe for slashing plus necrotic.
- Kill-priority it hunts whoever drops allies: every creature that hits 0 within 30 feet heals it 2d8 (Devourer's Hunger) and grants advantage, so deny it kills.
- When bloodied lean on Reaping Sweep (recharge 5-6) the moment two or more heroes stand within 10 feet, knocking them back to reset spacing.
- Three ways to run it brute (just two scythe swings and Sweep), controller (Pull + knockback to herd melee), or attrition reaper (camp near dying minions to soul-heal back up).
Am-heh
Medium undead, neutral evil
CR 6 · 2,300 XP · GUIDELINEDevourer's Hunger. Am-heh feeds on the souls of the slain. When a creature within 30 feet of Am-heh is reduced to 0 hit points, Am-heh regains 9 (2d8) hit points and its next weapon attack before the end of its next turn has advantage.
Aura of the Unworthy. A creature that starts its turn within 10 feet of Am-heh and can see it must succeed on a DC 14 Wisdom save or have disadvantage on the first attack roll it makes that turn, as dread of judgment grips it.
Actions
Multiattack. Am-heh makes two attacks with its soul-reaping scythe.
Soul-Reaping Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage. A creature reduced to 0 hit points by this attack cannot regain hit points until the start of Am-heh's next turn.
Reaping Sweep (Recharge 5-6). Am-heh sweeps its scythe in a wide arc. Each creature within 10 feet must make a DC 14 Dexterity save, taking 18 (4d8) slashing damage on a failure, or half as much on a success. Creatures that fail are also pushed 5 feet away from Am-heh.
Bonus Actions & Reactions
Reaping Pull. Reaction. When a creature Am-heh can see ends its movement within 15 feet, Am-heh hooks it with the scythe's curve and drags it 10 feet toward itself. If the creature ends adjacent, Am-heh may make one Soul-Reaping Scythe attack against it.
A hooded, mummy-wrapped skeleton clad in gilded funerary armor, hefting a curved reaping scythe in both fleshless hands. Beneath the cowl, a fixed rictus grin promises a hungry, unceremonious end.
Am-heh, Bound
Companion · acts on your initiative
Bound · GUIDELINEKeening Dirge (signature). When Am-heh is within 30 feet of Am-heh, any creature that fails a save against Am-heh's Aura of the Unworthy also takes 5 (2d4) psychic damage from the wailing.
Actions
Grasping Wrappings. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage, and the target's speed is reduced by 10 feet until the end of its next turn.
Reactions
Shroud the Reaper. When Am-heh is hit by an attack, Am-heh may interpose, reducing the damage by 7 (2d6). Am-heh then takes that prevented damage instead.
A half-formed mourner of trailing grave-linen that drifts at the reaper's side, slowing the living so the scythe never misses.
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 Reaping Pull to drag your softest target into reach, then Multiattack it down. Save Reaping Sweep for when two or more heroes cluster within 10 feet. Pair it with a bigger Echoes of the Nile threat; at this tier it is the lone heavy that punishes anyone who bunches up.
This is its home band and it works best as the muscle beside a spellcasting flagship. Open by closing on the healer, then use Reaping Pull and Reaping Sweep to keep melee parties from spreading out. Kill-priority is anything dropping allies, because Devourer's Hunger heals it for every body that falls near it.
Run it as an elite enforcer guarding a true boss, not the centerpiece itself. Lead with Reaping Sweep on a recharge, drag stragglers in with Reaping Pull, and feed on minion deaths to stay topped up. Focus the squishiest spellcaster; Aura of the Unworthy blunts their first hit each turn.
Put Am-heh 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 Am-heh?
Natively CR 6 (Tier 2, ~2,300 XP) as a Medium undead reaper. The sheet also scales down to CR 2 for Tier 1 (levels 1-4) and up to roughly CR 11 for Tier 3 (levels 11-15); the traits and actions stay identical, only AC, HP, to-hit, save DC, and damage shift between bands.
Can Am-heh be a companion or ally?
As a soul-devouring judge of the unworthy, Am-heh is a poor party member, but it makes a chilling patron or pact-enforcer. If you need a creature at the table, use the bundled companion Hesret, the Bound Wailer, who slows enemies and shields the reaper.
Is Am-heh solo_capable as a one-creature boss fight?
No. It has no legendary actions, so a single Am-heh will be focus-fired down by a full party. It shines as the melee add-on beside a flagship caster or named boss, where its Reaping Pull, Sweep, and soul-healing punish a party that clusters or lets allies fall.
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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