Justice
Justice — The Encounter
Winged arbiter of the eternal scales, sword of impartial verdict · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Justice
She is the figure the diviners drew as the eleventh trump: the Winged Arbiter, called Themis by the Greeks and Maat by the dwellers along the Nile, who weighs the heart of the dead against a single feather of truth. Where she stands, no false oath holds and no hidden blade stays hidden. Her scales are no mere symbol but a working instrument; in one pan she sets the deed, in the other the law, and her verdict falls as swiftly and as evenly upon king as upon thief. The sword she bears is double-edged on purpose, for justice that cuts only one way is no justice at all. Cults of chaos fear her above all powers, for she cannot be bribed, deceived, or made afraid, and she remembers every cruelty done to the innocent. To meet her gaze is to be measured, and to be measured wrongly is to be found wanting.
Run Justice in Sixty Seconds
- Hold open with Weighing of the Scales (Recharge 5-6) on whoever dealt the most damage last round; it ignores cover she can see through and softens the whole front line.
- Kill-priority: she hunts the creature that bloodied an ally. Impartial Verdict's bonus radiant and the scales' disadvantage both key off that target, so point her at the party's biggest threat.
- When bloodied, she stops advancing and plays keep-away: fly up (hover 40 ft.), Multiattack reachable foes, and spend Counterweight every round to deny the enemy's best roll.
- Three ways to run her: (1) lawful guardian of a temple or vault the party must pass; (2) the enforcer beside a flagship boss, taxing everyone who attacks it; (3) a neutral judge who only turns hostile if the party is genuinely guilty.
- Remember she cannot be lied to, charmed, or frightened, and invisibility fails within 10 ft. - skip those tactics entirely.
Justice
Medium celestial, lawful neutral
CR 6 · 2,300 XP · GUIDELINEImpartial Verdict. Justice cannot be lied to, charmed, or frightened. The first time each turn she hits a creature that has dealt damage to an ally since her last turn, the attack deals an extra 9 (2d8) radiant damage. She weighs every soul on the same scale.
Aura of Truth. Each creature that starts its turn within 10 ft. of Justice has disadvantage on Charisma (Deception) checks and cannot benefit from invisibility against her.
Actions
Multiattack. Justice makes two attacks with her Sword of Verdict.
Sword of Verdict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage plus 9 (2d8) radiant damage.
Weighing of the Scales (Recharge 5-6). Justice raises her scales toward one creature she can see within 60 ft., judging the weight of its deeds. The target must make a DC 15 Wisdom saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much on a success. A creature that has reduced any ally of Justice to 0 hit points has disadvantage on this save.
Bonus Actions & Reactions
Counterweight (Reaction). When a creature within 30 ft. that Justice can see makes an attack roll or saving throw, she tips the scales: she imposes disadvantage on that roll. She may instead grant an ally advantage on it.
A winged celestial in flowing robes stands before an arch of carven law, a balance of gleaming scales in one upraised hand and a long sword of light in the other, her helm crested with feathered pinions and her gaze level and unblinking.
Justice, Bound
Companion · acts on your initiative
Bound · GUIDELINEOathbound Witness (signature). While within 30 ft. of Justice, Justice has advantage on saving throws against being charmed or frightened and adds 1d6 radiant damage to his first hit each turn against a creature that has attacked Justice.
Actions
Lawgiver's Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage plus 4 (1d8) radiant damage.
Reactions
Stand the Line. When an enemy moves within 5 ft. of Justice, Justice may make one Lawgiver's Spear attack against it as a reaction.
A grim, armored celestial who carries the rods and seal of office, sworn to guard the arbiter while she renders her verdict.
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 Weighing of the Scales on whoever struck first, then close to sword range. If the party clusters, save the scales burst for two-or-more targets in a 60 ft. line of sight. Pair her with a bigger threat and use Counterweight to shield it; she is the support and punisher piece, not the headliner.
Kill-priority is whoever has bloodied an ally, since Impartial Verdict and Weighing of the Scales both punish that target. Open by Weighing the Scales on the heaviest damage-dealer, then Multiattack the same target. Hold Counterweight for the enemy's big attack or a critical save. Pair her with a flagship boss; she keeps it standing and judges anyone who hurts it.
Lead with Weighing of the Scales every recharge on the party's strongest striker, then full Multiattack to trigger the extra radiant. Use Counterweight on incoming save-or-suck spells aimed at her boss. She is the judge-enforcer add-on for an end-tier flagship; keep her behind it and let her tax every attacker.
Put Justice 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 Justice?
Her home build is CR 6 (2,300 XP), tuned for a party of levels 5-10. The tier table also gives a CR 2-ish version for levels 1-4 and a CR 11-ish version for levels 11-15; traits stay identical and only the numbers move.
Can Justice be a companion or ally?
Yes. As a lawful-neutral celestial she allies readily with parties acting justly, and she travels with Themistos, the Sworn Lictor, who guards her flank. Her Counterweight reaction can grant an ally advantage instead of hindering a foe, making her an excellent protector of the righteous.
Is she a boss or an add-on?
An add-on. Justice is a support-and-punisher piece, not a solo centerpiece - she has no legendary actions. Pair her with a larger flagship threat she defends and avenges; her best moments come from taxing whoever dares strike her charge.
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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