Sebau
Sebau — The Encounter
Reaper of the Solar Dead, foe sworn against the dawn · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Sebau
In the oldest river-scriptures the Sebau are the rebels of chaos, the serpent-kin and damned who muster each night to drag down the solar barque before it can crest the dawn. This one was a captain of that legion, slain in the world above and bound back into a hollow shell of gilded armor and burial linen, set to march wherever the light of order pushes into the dark. It does not hunger or tire; it carries a single sworn purpose, to cut down anyone who bears a flame against the night. Where it walks, lamps gutter and the morning seems to come late. Funerary priests warn that the Sebau cannot be reasoned with, for the part of it that could be persuaded was burned away in its first death. Only the true sun's radiance, or a blade quenched in temple-fire, severs the oath that holds its dust together. Until then it reaps, patient as the desert, certain the dawn can be made to fail.
Run Sebau in Sixty Seconds
- Hold for the dark. Sebau wants dim light or darkness, where it attacks with advantage and stacks bonus necrotic, so douse-the-lights is its whole game plan.
- Open on the torchbearer. Its first hit each turn against a creature radiating bright light deals an extra 2d6 necrotic, so it always swings at the brightest target first.
- When clustered, sweep. Hold Hooking Sweep (Recharge 5-6) until two or more PCs are within 10 ft.; the 4d8 plus prone resets the whole front line.
- Three ways to run it: tomb-line reaper beside a flagship undead lord (native), a torch-snuffing skirmisher with Grave Step picking off casters, or a lone dawn-foe ambushing a campfire at night.
- Don't relax at zero. Undying Resolve gives it one free melee attack the first time it would die unless you drop it with radiant or a telegraphed crit.
Sebau
Medium undead, neutral evil
CR 6 · 2,300 XP · GUIDELINEFoe of the Dawn. Signature. Sebau was sworn against the rising sun, and its hate never sleeps. While it is in dim light or darkness, Sebau has advantage on attack rolls. The first time each turn it hits a creature radiating bright light (from a spell, a held torch, or a similar source), the attack deals an extra 7 (2d6) necrotic damage.
Undying Resolve. If damage reduces Sebau to 0 hit points, it instead drops to 1 hit point if the damage is radiant or from a critical hit it can see coming; otherwise it can make one melee attack as a reaction before falling. (Use once, the first time it would die.)
Actions
Multiattack. Sebau makes two reaping scythe attacks.
Reaping Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage plus 7 (2d6) necrotic damage. A creature reduced to 0 hit points by this attack is left dying with no death saves on its first failed save eased.
Hooking Sweep (Recharge 5-6). Sebau sweeps the curved blade in a wide arc. Each creature within 10 ft. must make a DC 15 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save and being knocked prone, or half as much damage and not knocked prone on a success.
Bonus Actions & Reactions
Grave Step (Bonus Action). Sebau moves up to half its speed without provoking opportunity attacks, sinking through grave-dust and shadow.
A skull leers from a gilded hood as the wrapped reaper levels its long curved blade, every plate of its scale armor stamped with the marks of a sun it forever hates.
Sebau, Bound
Companion · acts on your initiative
Bound · GUIDELINESmothering Wrappings (signature). When Sebau grapples a creature, the target is also blinded until the grapple ends as cerements coil over its eyes.
Actions
Choking Coil. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage, and the target is grappled (escape DC 13).
Reactions
Shroud the Light. When a creature within 15 ft. casts a spell or activates a light source, Sebau can lash out, forcing a DC 13 Dexterity save or the light is suppressed for 1 round.
A spool of animate grave-linen that drifts at the reaper's heel, snuffing torches and binding the living for its master's blade.
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 in shadow where it has advantage, and lead with Hooking Sweep into a clustered party to knock them prone. Kill-priority is anyone holding a torch or casting light, since the reaper's bonus necrotic lands hardest on them. At this tier it is a fearsome mini-boss, so give it the linen-wraith and let it dictate the front line.
It is the heavy reaper of a tomb warband, not a solo threat, so pair it with a flagship undead lord and let it wade into the cleric or torchbearer. Open with two scythe strikes on the brightest light-source, then save Hooking Sweep for when two or more PCs bunch. Undying Resolve buys it one extra swing on the turn it should fall, so don't relax when it drops.
Run it as the named champion guarding a greater chaos-power, fighting beside spellcasting undead. Use Grave Step to reach the squishiest light-bearer each round and full-attack them, recharging Hooking Sweep to break formations. Kill-priority remains anyone projecting bright light; everyone else just feeds its blade until the dawn-source is gone.
Put Sebau 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 Sebau?
Sebau is built at CR 6 (2,300 XP) on its native Tier 2 sheet, tuned as a heavy add-on for level 5-10 parties. Scaled stat blocks for Tier 1 (levels 1-4) and Tier 3 (levels 11-15) are provided so you can drop it into nearly any table; the traits and actions stay identical and only the numbers shift.
Can Sebau be a companion or ally?
By default Sebau is an enemy, a bound chaos-soldier sworn against the light, so it makes a poor willing ally. If your story needs it, a necromancer or oath-breaking sun-cult could command it, but it never speaks and never cooperates beyond its standing order to cut down those who bear flame against the dark.
Is Sebau a solo boss?
No. Sebau has no legendary actions and is designed as an add-on, the brutal reaper of an undead warband rather than the centerpiece. Pair it with a bigger threat such as a flagship undead lord or chaos-power and let Sebau hold the front line and hunt the party's light-sources.
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 Sebau 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.
Log in to comment