Second Sister
Second Sister — The Encounter
The middle witch of three, who weaves a glamour none can break · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Second Sister
Of the three sisters spoken of in hearth-tales, the eldest is said to spin fate and the youngest to cut it; the Second Sister stands between, and hers is the gift of binding hearts. Where her sisters demand, she suggests, and the suggestion is obeyed long before the listener knows a will was bent. Villages that took in a quiet, lovely guest by the green road have woken months later to find their granaries emptied and their young grown strange of eye, while she walked out untouched, smiling. She is rarely found alone, for her glamour is strongest when there are others to turn an aimed blade aside, and she keeps a familiar bound to her by an old bargain. Those who would break her enchantments are warned in every telling: do not look long into her open hands, and never, ever accept what she offers freely.
Run Second Sister in Sixty Seconds
- She is a controller, not a striker — her job is to lock down a key PC with hold person or hypnotic pattern, then let her allies capitalize. Run her at range and never in melee.
- Open with crowd control — drop hypnotic pattern on the clustered front line turn one, then spend Beguiling Word on whoever shakes it off.
- Kill-priority her minions first — Sister's Glamour redirects single-target attacks onto her allies while any live ally stands within 60 ft., so she's near-untouchable until they fall.
- When bloodied, she goes evasive: Misdirecting Step to swap with an ally, Witch-Touch to slow pursuers, and she will charm a guard to cover her exit rather than trade blows.
- Three ways to run her: the hidden village 'guest' working glamour from the crowd, the middle witch flanking her flagship sisters, or a solo coven-lieutenant with Whisperwing scouting ahead.
Second Sister
Medium fey (sorcerer), neutral
CR 6 · 2,300 XP · GUIDELINEInnate Spellcasting. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: minor illusion, ray of frost, charm person. 3/day each: hold person, suggestion. 1/day each: confusion, hypnotic pattern.
Sister's Glamour. While the Second Sister has at least one living sibling or ally within 60 feet, she has advantage on Charisma (Deception) checks and any creature that targets her with an attack must first make a DC 15 Wisdom save or instead target the nearest other creature it can see. Once a target succeeds on this save, it is immune to this trait until the start of the Sister's next turn.
Actions
Multiattack. The Second Sister makes two Witch-Touch attacks, or casts one spell and makes one Witch-Touch attack.
Witch-Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn.
Beguiling Word (Recharge 5-6). The Second Sister whispers a charm at one creature she can see within 60 feet. The target must make a DC 15 Wisdom saving throw, taking 22 (5d6+5) psychic damage and being incapacitated until the end of its next turn on a failure, or half as much damage and no other effect on a success.
Bonus Actions & Reactions
Misdirecting Step. When a creature ends its turn within 5 feet of her, the Second Sister can use her reaction to swap places with a willing ally within 30 feet, leaving a brief illusion of herself in her old space.
A poised enchantress in a trailing emerald gown bound with threads of glowing witch-light, palms upturned mid-incantation as if cradling a charm she is about to set loose. The gem upon her brow marks her as the middle of three sisters, the one who works in glamour and persuasion rather than fang or storm.
Second Sister, Bound
Companion · acts on your initiative
Bound · GUIDELINEShared Senses (signature). While within 100 feet of the Second Sister, she can see through Second Sister's eyes and gains its blindsight.
Actions
Rake. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.
Reactions
Warding Cry. When the Second Sister is targeted by an attack, Second Sister shrieks; the attacker has disadvantage on that attack roll.
A pale raven with knowing eyes, bound to the Sister by a pact older than the village she now haunts.
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 charm person or hold person to peel off the party's heaviest hitter, then back away and let allies finish the held target. She is fragile up close, so kill-priority her the moment she is exposed. Pair her with a bigger brute that benefits from a charmed or held enemy.
Open with hypnotic pattern on the clustered melee line, then Beguiling Word the one who saved. Sister's Glamour bounces single-target attacks onto her allies, so kill her minions first or she is nearly untouchable. She is the controller piece, not the boss, so deploy her beside a frontline flagship that exploits incapacitated targets.
Lead with confusion to scatter the party, then Witch-Touch the stragglers to slow escapes. Save Misdirecting Step to swap out the instant melee reaches her. Kill-priority is to break her line of sight, and run her as the puppeteer behind a larger threat that cleans up the chaos she sows.
Put Second Sister 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 Second Sister?
Her home statline is CR 6 (2,300 XP) at native Tier 2, built for 5th-10th level parties. The record also provides scaled Tier 1 (CR ~2) and Tier 3 (CR ~11) versions; the traits stay identical and only AC, HP, to-hit, and save DC shift between bands.
Can Second Sister be a companion or ally?
Yes. As a fey enchantress whose power is persuasion, she makes a natural reluctant ally, coven-sister, or patron NPC. Drop her save DC by 2 and cut her HP to roughly 60 if you want her as backup support rather than an adversary, and let the party borrow her hold person and hypnotic pattern.
Is she a solo boss?
No, she is an add-on. She has no legendary actions and her Sister's Glamour only works while she has living allies nearby, so she is designed to flank a bigger flagship threat. Field her beside a brute or her witch-sisters rather than alone against a full party.
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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