Uriel
Uriel — The Encounter
The Fire of God, watcher whose wheels burn with countless eyes · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Uriel
Among the watchers set over the world, Uriel is named the Fire of God, the angel who stood at the gate of Eden with a sword that turned every way. The grimoires hold him as the regent of the sun's wrath and the keeper of the underworld's ledgers, the one who descends to warn the righteous and to scour the unrepentant. He is depicted hooded, for to look upon his face is to be measured and found wanting, and the wheels that orbit him are the ophanim, the burning rings whose rims are full of eyes. Where Uriel passes, no lie endures and no shadow goes unwitnessed; he reads the heart as plainly as a scribe reads parchment. The faithful petition him for clarity and for the courage to face hard truths, but the wicked know him by another name, the implacable fire that comes before the fall.
Run Uriel in Sixty Seconds
- He sees everything. Wheels of Many Eyes means no surprise, no blinding him, and 2d6 radiant to anyone ending their turn within 10 feet. Melee against Uriel is a tax.
- Open with Pillar of Flame. Drop the 2-action legendary on the clustered melee line turn one, then Multiattack the nearest fighter. Fiends and undead PCs save at disadvantage.
- Kill-priority: blind, then crush. Use Searing Wheels each round to keep one striker blinded (disadvantage on their attacks) before you spend Multiattack on the squishiest target in reach.
- Eyes of Judgment is your tempo lock. Hold the reaction for the enemy caster or a fleeing PC: 2d8 radiant plus disadvantage on their spell, move, or save. Spend it on whatever turn would hurt you most.
- Three ways to run him. Solo at Tier 3 (lean on legendaries and the reaction); as a celestial captain at Tier 2 (front a holy host, save legendaries for Pillar); or as a scaled add-on at Tier 1 paired with minions, never alone.
Uriel
Medium celestial, lawful good
CR 11 · 7,200 XP · GUIDELINEWheels of Many Eyes. Uriel is wreathed in a halo of burning, eye-tipped wheels that watch every direction. He cannot be surprised, has advantage on saving throws against being blinded or having his sight obscured, and any creature that ends its turn within 10 feet of him while it can see takes 7 (2d6) radiant damage as the eyes blaze.
Innate Spellcasting. Uriel's spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components: at will: detect evil and good, light, sacred flame; 3/day each: flame strike, lesser restoration; 1/day each: dispel evil and good, flaming sphere.
Angelic Weapons. Uriel's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 4 (1d8) radiant damage (included in the attacks).
Actions
Multiattack. Uriel makes two attacks with his Flaming Sword.
Flaming Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage plus 4 (1d8) radiant damage plus 7 (2d6) fire damage.
Searing Wheels. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d8+4) radiant damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Bonus Actions & Reactions
Eyes of Judgment. Reaction. When a creature Uriel can see casts a spell or starts to move within 30 feet of him, Uriel's wheels turn upon it. The creature takes 9 (2d8) radiant damage and must succeed on a DC 16 Wisdom saving throw or have disadvantage on the triggering action (the attack roll, ability check, or first saving throw it forces).
Legendary Actions (3/Round)
Sword Strike. Uriel makes one Flaming Sword attack.
Watchful Step (Costs 1 Action). Uriel flies up to half his speed without provoking opportunity attacks, and the next creature to attack him before his next turn has disadvantage on the roll.
Pillar of Flame (Costs 2 Actions). Uriel calls down holy fire at a point he can see within 60 feet. Each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a success. Fiends and undead have disadvantage on this save.
A hooded archangel kneels in robes of molten gold, a flaming sword clutched to his chest while a vast halo of eye-tipped wheels coils and writhes around him like living fire. Every disc is an unblinking eye, turning to mark each sinner in the room.
Uriel, Bound
Companion · acts on your initiative
Bound · GUIDELINEAll-Seeing Rim (signature). The Uriel cannot be flanked and grants its bound ally advantage on initiative rolls. While within 10 feet of it, the ally cannot be surprised.
Actions
Wheel Spokes. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 16 (3d8+3) radiant damage.
Reactions
Ward of Eyes. When an ally it can see within 30 feet is targeted by an attack, the Uriel blazes; the attacker takes 7 (2d6) radiant damage and must reroll the attack if it has advantage.
A lone burning wheel, taller than a man and ringed with eyes, that drifts at a chosen guardian's shoulder to watch what mortal sight cannot.
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 Searing Wheels from range to blind the party's heaviest hitter, then close to sword reach. Save Eyes of Judgment for the first caster who tries to escape or counter. Pair this scaled-down Uriel with a flock of weaker celestial minions rather than running him alone against a low-level party.
Hover at 30 feet, open with Pillar of Flame on the clustered melee line, and use Searing Wheels to keep one striker blinded each round. Kill-priority is anyone repositioning under his wheels, since Eyes of Judgment punishes movement. Works best fronting a smaller celestial host or guarding a relic.
Run him as a true solo boss. Open with Pillar of Flame on the cluster, then Multiattack the frontline; spend legendary actions on Sword Strike and Watchful Step to never be pinned, escalating to a second Pillar of Flame when the party bunches. When bloodied, lean on Eyes of Judgment to shut down the enemy caster and force disadvantage on the action that hurts most.
Put Uriel 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 Uriel?
Uriel is built at CR 11 in his native Tier 3 form (AC 18, 184 HP, +9 to hit, save DC 16, 7,200 XP). Because he is a genuine solo boss with two legendary action options plus the Eyes of Judgment reaction, he plays up against a four-person party, so his sheet sits at the careful edge of the band. The Tier 1 and Tier 2 columns rescale him to CR 2 and CR 6 respectively for lower-level tables.
Can Uriel be a companion or ally?
Uriel himself is a centerpiece boss, not a sidekick, but his bound Ophan, the all-seeing wheel, is built as a companion at AC 16 and 110 HP. It is meant to ride at a player guardian's or NPC paladin's shoulder, granting advantage on initiative, immunity to surprise nearby, and the Ward of Eyes reaction that burns and disrupts attackers.
Is Uriel a devil or a demon?
Neither. Uriel is a celestial, an archangel of apocryphal and biblical tradition known as the Fire of God who stood watch at the gate of Eden. He is lawful good, resists radiant damage, is immune to fire, and wields a flaming sword and a halo of eye-tipped wheels, the ophanim, as his signature weapons against fiends and the unrepentant.
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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