Libra
Libra — The Encounter
Celestial Arbiter who weighs every soul upon the scales · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Libra
In the oldest reckonings of the heavens, when justice still walked among mortals, the maiden Astraea held the scales by which deeds were measured. As cruelty thickened upon the world she withdrew into the firmament, and there her balance hangs forever as the only sign of the zodiac shaped not by beast nor man but by an instrument—the Scales. The Arbiter is her hand made flesh, summoned where oaths are broken and the guilty go uncrowned. She does not hate, nor does she pity; she weighs. One pan holds the harm a soul has done, the other the good, and her verdict falls as surely as a stone. Petitioners light her censer and speak their grievance, and woe to the liar, for the smoke curls toward the heavier pan. Tyrants have knelt before her of their own will, unable to bear the silence of being measured and found wanting.
Run Libra in Sixty Seconds
- What she is A celestial judge, not a brawler—she weighs and sentences from the air, so keep her hovering 30+ ft. up and let melee come to her at a disadvantage.
- Open with Scales of Judgment on the target you most want dead, immediately followed by Verdict so that 7d8 radiant lands with the victim at disadvantage on the save.
- Kill-priority She targets liars and those who have harmed innocents first; mechanically, point Verdict at the squishiest PC who triggers disadvantage.
- When bloodied Lean on Counterweight to rob the party of a satisfying kill and stall, then recharge and dump another Verdict—she fights to outlast, not to overwhelm.
- Three ways to run her Cold arbiter who never speaks; a tempting questgiver who 'judges' the PCs mid-fight; or the controller half of a duo, pairing her with a heavy melee boss who guards her airspace.
Libra
Medium celestial, lawful neutral
CR 6 · 2,300 XP · GUIDELINEScales of Judgment. Signature. The Arbiter holds aloft a pair of weighing scales. At the start of each of her turns, she silently weighs one creature she can see within 60 ft. that has wronged an innocent; that creature has disadvantage on the next saving throw it makes against her spells until the end of her next turn.
Impartial Mind. The Arbiter has advantage on saving throws against being charmed or frightened, and magic cannot read her thoughts or compel her to lie.
Actions
Multiattack. The Arbiter makes two Balancing Rod attacks, or casts one spell and makes one Balancing Rod attack.
Balancing Rod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or be knocked off balance, falling prone.
Verdict (Recharge 5–6). The Arbiter pronounces judgment on a creature she can see within 60 ft. The target must make a DC 15 Wisdom saving throw, taking 31 (7d8) radiant damage on a failure, or half as much on a success. A creature that has harmed an innocent within the last day makes this save with disadvantage.
Bonus Actions & Reactions
Counterweight (Reaction). When a creature the Arbiter can see within 30 ft. is reduced to 0 hit points by an attack, she may restore balance, granting that creature 11 (2d8 + 2) temporary hit points instead, provided it has not itself dealt damage this round.
A serene crowned woman in flowing robes stands before a soaring stele carved with the sign of the Scales, holding aloft balanced pans of weighing, a censer swinging at her hip and golden chains looping the obelisk behind her.
Libra, Bound
Companion · acts on your initiative
Bound · GUIDELINESmoke of Truth (signature). While within 10 ft. of the Censer, no creature can speak a deliberate falsehood; a creature that tries simply cannot form the words.
Actions
Swinging Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14).
Reactions
Cleansing Vapor. When an ally within 10 ft. fails a saving throw against being poisoned or charmed, the Censer billows holy smoke, letting the ally reroll that save.
A brazen censer of swinging chains and ever-curling incense, drifting at the Arbiter's side to expose every lie spoken in her presence.
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 on whoever struck the cruelest blow last fight, then weigh that same target with Scales of Judgment so their next save is at disadvantage. Kill-priority is any PC trying to flee or lie—she punishes deceit hardest. Pair her with a brawnier flagship; she is the judgment piece, not the wall.
Open by weighing the party face or the heaviest hitter, then lead with Verdict (disadvantage if they have harmed innocents). Stay aloft and hovering, raining radiant Verdicts while the Balancing Rod knocks meleers prone. Use Counterweight to deny a kill on a wavering enemy and split the party's loyalty—she is the controller add-on to a melee boss.
Open with Verdict on the back-line caster, then weigh the front-line tank to strip their save. Hover out of melee and alternate Verdict with Rod prones to keep everyone scattered and off-footed. Kill-priority remains the most reckless attacker; pair her with a hulking guardian so she is never the one being charged.
Put Libra 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 Libra?
Her home tier is CR 6 (2,300 XP), built for a party of levels 5–10 with AC 16, 123 HP, and a save DC of 15. The stat block scales down to roughly CR 2 for tier 1 and up to roughly CR 11 for tier 3—traits stay identical, only the numbers move.
Can Libra be a companion or ally?
Yes. As a lawful-neutral celestial of justice she makes a natural ally to oath-keeping heroes—she will aid a party that pursues a genuine wrong, weighing foes for disadvantage and shielding the innocent with Counterweight. She is not solo-capable, so as a friendly NPC she shines beside the party rather than carrying the fight.
Is Libra solo-capable?
No. She has no legendary actions and plays as a controller and judge, so a single Arbiter will be overwhelmed by a full party. Field her as the spellcasting add-on to a sturdier melee boss who can guard her hovering position—she is the verdict, the boss is the blade.
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 Libra 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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