Tsukuyomi
Tsukuyomi — The Encounter
Moon-Reading Kami, cold sovereign of the night sky · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Tsukuyomi
When Izanagi washed the underworld's filth from his right eye, Tsukuyomi was born, and he was set to rule the realm of night beside his radiant sister. For a time they shared the sky. Then the food-goddess Uke Mochi feasted them from her own body, and Tsukuyomi, sickened by the discourtesy, struck her dead. Amaterasu, the sun, turned her face from him in disgust, and so the day and night were forever sundered, the brother and sister never again to meet. Thus he became the lonely sovereign of the moon, reading the tides and the turning of months, presiding over a court that no living thing attends. Those who worship him pray not for warmth but for judgment without mercy and order without pity. He is patient as the lunar cycle and as cold, and his wrath, once kindled, follows the offender as surely as the moon follows the sun across the heavens.
Run Tsukuyomi in Sixty Seconds
- Aura first. His 30-ft dim light denies reactions on a failed DC 17 Wis save and is hard cover for his lunar magic. Position so the party must stand in it.
- Open with Pale Banishment. Yank the strongest PC into the moon-demiplane turn one so you fight a four-person party with three actions.
- Kill-priority: counters and dispellers. Anyone who can end the banishment or shrug the blind is the threat. Tidewatch their casting; Moonlit Step adjacent and Moon-Blade them.
- When bloodied, kite. Spend legendary Crescent Glide to glide off without provoking, re-banish, and drop Veil of Night on the regroup.
- Three ways to run him. Cold executioner (banish + focus-fire), zone controller (Veil + dim-light lockdown), or duelist (Moonlit Step + Moon-Blade on one target until it falls).
Tsukuyomi
Medium celestial, lawful neutral
CR 11 · 7,200 XP · GUIDELINELunar Sovereign. Tsukuyomi sheds dim light in a 30-foot radius. He has advantage on saving throws against spells and other magical effects, and any creature that starts its turn within the dim light and can see him must succeed on a DC 17 Wisdom saving throw or be unable to take reactions until the start of its next turn.
Moonlit Step. Signature. Whenever a creature Tsukuyomi can see ends its movement within 30 feet of him, he can teleport up to 30 feet to an unoccupied space he can see. He has no reaction-cost to do this and can use it once per turn.
Magic Weapons. Tsukuyomi's weapon attacks are magical.
Actions
Multiattack. Tsukuyomi makes two Moon-Blade attacks, or makes one Moon-Blade attack and uses Pale Banishment.
Moon-Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) slashing damage plus 9 (2d8) radiant damage, and the target must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Pale Banishment. Tsukuyomi targets one creature he can see within 60 feet. The target must succeed on a DC 17 Charisma saving throw or be banished to a moonlit demiplane, becoming incapacitated and unable to perceive the world. At the start of each of its turns it repeats the save, returning to its space (or the nearest unoccupied space) on a success. The effect ends after 1 minute.
Bonus Actions & Reactions
Tidewatch (Reaction). When a creature within 30 feet of Tsukuyomi casts a spell or starts to move, he can pull on the tide of its blood. The creature must succeed on a DC 17 Strength saving throw or have its speed reduced to 0 until the end of its turn; if it was casting, it makes the casting at disadvantage on any attack roll the spell requires.
Legendary Actions (3/Round)
Crescent Glide. Tsukuyomi moves up to his speed without provoking opportunity attacks.
Moon-Blade. Tsukuyomi makes one Moon-Blade attack.
Veil of Night (Costs 2 Actions). Tsukuyomi conjures a 20-foot-radius sphere of dim, drifting moonlight centered on a point he can see within 60 feet. Each creature in the area when it appears, and any creature that ends its turn there, takes 14 (4d6) radiant damage and must succeed on a DC 17 Wisdom saving throw or be blinded until the start of its next turn. The veil lasts until the start of his next turn.
A cold-eyed kami stands upon roiling clouds before a vast crescent disc, layered moon-plate and trailing robes catching a light that is not the sun's. At his hip rides a blade the color of frost on still water.
Tsukuyomi, Bound
Companion · acts on your initiative
Bound · GUIDELINETidal Devotion (signature). While within 30 feet of the creature it serves, the Tsukuyomi grants that creature resistance to radiant and cold damage.
Actions
Pestle Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) radiant damage.
Reactions
Moonward. When an ally it can see within 30 feet is hit by an attack, the Tsukuyomi imposes disadvantage on that attack roll. If the attack still hits, the ally takes half the damage.
A great moon-furred hare that grinds elixirs of immortality in a jade mortar, bound to wardenship of the night court and fiercely loyal to its cold master.
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 Pale Banishment to remove the party's heaviest hitter for a round, then fall into melee with the survivors. If clustered, drop Veil of Night on the bunch and blind them. Use Moonlit Step to stay next to the squishiest caster; pair with a swarm of night-court spirits as minions.
Banish the front-line tank turn one so the party fights short-handed, then carve the back line. When bloodied, spend legendary actions on Crescent Glide to kite and Veil of Night to wall off a melee. Kill-priority is whoever can counter the banishment; deploy alongside a lieutenant so the party can't focus him down.
Open by banishing the party's best action-economy class, then Multiattack the exposed caster. Use Tidewatch every round to choke movers and spellcasters, and burn legendary Veil of Night when two or more PCs cluster. Bloodied, glide free, stack the dim-light no-reactions trait, and pick off blinded targets one at a time as a true centerpiece boss with his Pale Rabbit warden.
Put Tsukuyomi 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 Tsukuyomi?
He is built as a Challenge Rating 11 celestial (7,200 XP), a Tier 3 centerpiece boss for parties of levels 11-15. Because his legendary actions and Tidewatch reaction give him a real action-economy kit, his native sheet sits a band lower than a same-CR brute and he plays up one to two CR as a genuine solo. Use the Tier 1 or Tier 2 columns to drop him into lower-level games.
Can Tsukuyomi be a companion or ally?
As a lawful-neutral kami of the night he can be a patron or aloof ally rather than a follower. If your players need a sidekick on the moon-court's side, hand them the Pale Rabbit, Bound (AC 15, 110 HP) instead, whose Tidal Devotion and Moonward reaction protect the party without overshadowing it.
Why is Tsukuyomi a celestial and not a fiend?
He is a heavenly kami born from Izanagi's right eye in Shinto myth, a sovereign of the night sky on the order of his sun-sister Amaterasu, so the celestial type fits his radiant moonlight and cold judgment. His powers lean on banishment, lunar light, and tidal control rather than fire or corruption.
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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