Sekhem-Rekhyt
Sekhem-Rekhyt — The Encounter
Falcon-helmed war sphinx of the Nile, mace of the rising sun · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Sekhem-Rekhyt
When the temple-kings of the river marched to war, they did not march alone. Sekhem-Rekhyt, "the Power of the Common Folk," was raised from sun-fired bronze and the breath of the falcon-god to stand at the head of the host. Lion below and raptor above, it is a guardian-titan, a living standard whose very presence steadies trembling spearmen and breaks the courage of those who would defile sacred ground. Priests sang that its mace was forged in the first dawn, and that each blow it lands is the sun itself striking down the children of chaos. It does not crave conquest; it crusades. It plants itself before the tomb, the temple, the threatened column, and dares the foe to come. Those who flee before it are spared. Those who press forward are unmade beneath wing and mace, scattered like chaff across the burning sand. Where its shadow falls, the line holds.
Run Sekhem-Rekhyt in Sixty Seconds
- Hold the line: Sekhem-Rekhyt is an anchor, not a chaser. Plant it on the objective or chokepoint and let the party break against it.
- Open with the shove: Lead with Pinion Buffet or a both-hit Multiattack to knock a melee threat prone, then pile mace damage on the downed target.
- Kill-priority: it wants the squishy backline (healer/controller), but only after the line is secure. Frontliners can't make it run.
- When bloodied (63 HP): stop maneuvering and just Multiattack the nearest threat every turn; bank Shield Ward for the swing that would otherwise drop it.
- Three ways to run it: as a temple-gate sentinel (defensive, never leaves the threshold), as a war-host vanguard paired with a boss (aggressive anvil), or as a redeemable guardian that spares the fleeing and only strikes the defiant.
Sekhem-Rekhyt
Large celestial, lawful neutral
CR 6 · 2,300 XP · GUIDELINESun-Forged Resolve. The war titan can't be frightened, and any ally within 10 feet of it has advantage on saving throws against being frightened. While the titan is conscious, allies within 10 feet that can see it gain a +1 bonus to AC.
Hawk's Sight. The titan has advantage on Wisdom (Perception) checks that rely on sight, and its falcon-helmed gaze pierces dim light as though it were bright light out to 60 feet.
Actions
Multiattack. The war titan makes two Solar Mace attacks. If both hit the same target, that target must succeed on a DC 14 Strength saving throw or be knocked prone.
Solar Mace. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8) radiant damage.
Pinion Buffet. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the titan can push the target 10 feet away from it.
Bonus Actions & Reactions
Shield Ward (Reaction). When a creature the titan can see hits it or an ally within 5 feet with an attack, the titan interposes its gilded shield, granting +3 to AC against that attack, potentially causing it to miss.
A towering war sphinx with the haunches and tail of a great lion, a falcon-faced golden warhelm, and outspread eagle wings, it raises a flanged solar mace while a round shield burns with desert light.
Sekhem-Rekhyt, Bound
Companion · acts on your initiative
Bound · GUIDELINEAnchor the Line (signature). Allies within 10 feet of Sekhem-Rekhyt that can see its raised standard gain a +1 bonus to saving throws against being frightened or charmed.
Actions
Khopesh. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 3) slashing damage plus 3 (1d6) radiant damage.
Reactions
Rally the Faithful. When an ally within 15 feet drops to 0 hit points, Sekhem-Rekhyt barks the war-cry; that ally may make a death saving throw immediately with advantage.
A jackal-headed standard-bearer in gilded linen who runs at the titan's flank, bearing the burning sun-disc on a tall pole.
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 Pinion Buffet to shove the loudest melee threat off the line, then mace the prone or pinned target. Stand on the objective and let foes come to you. Pair it with a caster or commander; it is the anvil, not the brains.
Open by wading into the densest cluster and Multiattacking to trigger the prone knockdown, then hold the chokepoint. Save Shield Ward for the enemy's biggest single hit or to protect a fragile ally. Kill-priority: the party healer or controller, but only after it has anchored the objective. It is the centerpiece flagship's heaviest add-on, not a solo boss.
At this tier it is one elite line-holder among a larger warband. Open by flying over the front rank to Pinion Buffet the rear casters, then mace whoever it lands beside. Keep it adjacent to allies so Sun-Forged Resolve and Shield Ward stack value. Pairs with a stronger Goetic or solar boss that does the controlling.
Put Sekhem-Rekhyt 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 Sekhem-Rekhyt?
Its home stat block is CR 6 (2,300 XP), tuned for a party of levels 5-10. The record also gives scaled-down (levels 1-4) and scaled-up (levels 11-15) versions with the same traits and only the numbers shifted, so you can drop it into almost any table.
Can Sekhem-Rekhyt be a companion or ally?
Yes. As a lawful war-guardian it makes a natural protector of a sacred site or a paladin-style ally; its Sun-Forged Resolve and Shield Ward shine when it shields the party. For a smaller-table version of that fantasy, use the bundled companion, Renpet the Sun-Standard Jackal.
Is Sekhem-Rekhyt a solo boss?
No. It has no legendary actions, so it works best as the heaviest add-on beside a true centerpiece boss. Run it as the anvil that holds ground and punishes anyone who closes, while your flagship adversary does the controlling and the scheming.
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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