Sekhemhet
Sekhemhet — The Encounter
Linen-wrapped devourer that shrieks in the tomb-dark · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Sekhemhet
In the funerary papyri of the river kingdoms, Sekhemhet is named among the hungry dead that the priests failed to bind: a servant once wrapped for honored burial, woken by stolen offerings into a thing of appetite alone. The grimoires warn that it keeps the gold of its station yet none of its reason. It nests in plundered tombs and follows the scent of living blood through the dark, climbing walls and ceilings on splayed claws to drop upon stragglers. Its bite carries the cold of the embalming table, sealing wounds against any healing prayer so that the wounded only weaken. Scribes counsel that it hunts the already-bleeding by preference, and that it grows swifter with every kill it feeds upon. Silver and consecrated steel are the only certain remedies; ordinary blades part its linen and find nothing but more hunger beneath.
Run Sekhemhet in Sixty Seconds
- What it is A fast clawed undead skirmisher in gilded grave-linen. Native CR 6, AC 15, HP 117, two claws and a bite at +7. It is an add-on, not a boss.
- Open with Pounce as a bonus action into the squishiest reachable PC, then claw-claw-bite. The bite shuts off all healing on that target until its next turn.
- Kill-priority It hunts the wounded: Tomb Scent gives advantage on anyone below max HP, so it dives bloodied casters and healers first.
- When it kills Dropping a living target heals it 2d8 and adds 10 ft. of speed until its next turn, so a snowballing Sekhemhet gets faster and harder to pin each round.
- Three ways to run it Solo harrier nipping the back line; a pair flanking a heavier flagship; or a pack of three diving in waves. Silvered or magic weapons cut through its resistance.
Sekhemhet
Medium undead, neutral evil
CR 6 · 2,300 XP · GUIDELINETomb Scent. The creature has advantage on Wisdom (Perception) checks that rely on smell, and on attack rolls against any target that is below its hit point maximum.
Devourer's Hunger. Signature. When the creature reduces a living creature to 0 hit points with a Claw attack, it tears free a mouthful of warm flesh and regains 9 (2d8) hit points, and its speed increases by 10 feet until the end of its next turn.
Actions
Multiattack. The creature makes two Claw attacks and one Shrieking Bite attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Shrieking Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage plus 7 (2d6) necrotic damage, and the target cannot regain hit points until the start of the creature's next turn.
Bonus Actions & Reactions
Pounce (Bonus Action). The creature moves up to its speed toward a creature it can see. This movement does not provoke opportunity attacks.
A gaunt, bat-eared horror bound in gilded grave-linen, frozen mid-lunge with clawed fingers splayed and its fanged mouth thrown open in a soundless scream that drinks the warmth from the air.
Sekhemhet, Bound
Companion · acts on your initiative
Bound · GUIDELINEGrave-Guard's Vigil (signature). While within 10 feet of an ally, Sekhemhet has advantage on saving throws against being frightened, and allies in that range gain a +1 bonus to AC against opportunity attacks.
Actions
Khopesh. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.
Reactions
Warden's Step. When an enemy within 5 feet hits an ally, Sekhemhet makes a melee attack against that enemy.
A still-loyal honor guard wrapped beside its master, raising a tarnished khopesh to shield whatever it is told to shield.
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 Pounce onto your softest target, then claw-claw-bite to deny their healing. Chase the wounded first, since Tomb Scent gives it advantage on anything already bleeding. Pair it with a sturdier flagship so this hit-and-run skirmisher can dive the back line.
Open by Pouncing into the casters or low-HP PCs and full-attacking to lock off cure spells. Prioritize anyone already bloodied; each kill heals it and speeds it up, so let it snowball across the back line. Run it as the agile add beside a heavier boss, not as the centerpiece.
Pounce, full-attack, and use the no-healing bite to neutralize a key target every round. Feed on the first creature it drops to gain speed and dive deeper into the formation. Deploy two or three at once as fast strikers flanking a larger threat, never solo.
Put Sekhemhet 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 Sekhemhet?
Its home statline is CR 6 (Tier 2, levels 5-10): AC 15, HP 117, attacks at +7, save DC 14. Scaled cards are provided for Tier 1 (~CR 2) and Tier 3 (~CR 11). It is not a solo boss, so it carries native-tier numbers with no legendary actions.
Can Sekhemhet be a companion or ally?
Not in its grimoire role as a feral devouring undead, but the bundle includes Iry, Tomb-Bound, a still-loyal grave-guard companion (AC 13, HP 70) who shields allies with a khopesh and a protective vigil if you want a friendly face from the same tomb.
How do I stop it healing off my party?
Hit it before it hits you. Its Shrieking Bite locks off your healing and Devourer's Hunger lets it heal and speed up whenever it drops someone, so deny it kills: focus it down, keep your low-HP members out of Pounce range, and use silvered or magic weapons to bypass its physical resistance.
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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