Wrath of God
Wrath of God — The Encounter
Resheph, the Burning One who looses plague and spear · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Wrath of God
In the oldest tablets he is called Resheph, the Burning One, gatekeeper of the underworld and lord of plague and war. The faithful raised stelae to him not in love but in terror, begging the arrows he carried in his quiver be turned aside from their households. When kings marched, they swore his name; when cities fell to fever, the priests said his spear had passed over them in the night. He answers no prayer for mercy, for he is not cruel so much as exact: a measuring rod of divine wrath that falls where the ledger demands. The winged form is a courtesy to mortal eyes, which could not bear his true shape. Where he treads, carrion birds gather and wells run foul. To meet him is to learn that the heavens keep accounts, and that the bill, once due, is always collected in full.
Run Wrath of God in Sixty Seconds
- Hold the aura Plague-Bearer auto-damages and poisons anyone who starts within 10 ft. — make melee PCs choose between range and DPS every turn.
- Open big Lead with Pestilent Cry or a blinding Searing Bolt on the enemy healer before they act; a blinded healer is a dead party.
- Kill-priority He fears clerics and radiant damage — drop the support caster first, and keep Magic Resistance in mind before wasting a save-or-suck.
- When bloodied Take wing (fly 80 ft.) and switch to ranged Searing Bolt + Pestilent Cry; never let the fighter pin him on the ground.
- Three ways to run him Solo boss with legendary actions for an 11th-level party; a winged finale above a horde of fever-cultists; or the Bound companion answering one PC's vow of vengeance.
Wrath of God
Large celestial, lawful neutral
CR 11 · 7,200 XP · GUIDELINEPlague-Bearer. When a creature starts its turn within 10 feet of Resheph, it must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn and take 9 (2d8) necrotic damage. A creature reduced to 0 hit points by this damage dies, its body wracked with fever.
Divine Awe. Magic Resistance. Resheph has advantage on saving throws against spells and other magical effects. Any creature that ends its turn able to see him must subtract 1d4 from its next attack roll against any target other than him.
Actions
Multiattack. Resheph makes two Burning Spear attacks. He can replace one with Searing Bolt if available.
Burning Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) piercing damage plus 9 (2d8) fire damage.
Searing Bolt. 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
Smite the Insolent (Reaction). When a creature within 60 feet that Resheph can see casts a spell or makes an attack against him, he hurls a bolt of plague-fire at it: the creature must make a DC 16 Dexterity saving throw, taking 13 (3d8) necrotic damage on a failure, or half as much on a success.
Legendary Actions (3/Round)
Stride. Resheph moves up to his speed without provoking opportunity attacks.
Burning Spear (Costs 2 Actions). Resheph makes one Burning Spear attack.
Pestilent Cry (Costs 2 Actions). Resheph utters a curse of fever. Each enemy within 30 feet must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and be poisoned until the end of its next turn.
A towering winged figure stands upon a raised plinth, feathered pinions flung wide, a long spear leveled at the world below. He is the wrath made flesh: where his shadow falls, fields wither and lungs fill with fever.
Wrath of God, Bound
Companion · acts on your initiative
Bound · GUIDELINEAura of the Reckoning (signature). While Wrath of God is within 10 feet of you, you and your allies have advantage on saving throws against disease and being poisoned.
Actions
Burning Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 7 (2d6) fire damage.
Reactions
Shielding Wing. When an ally you can see within 5 feet is hit by an attack, Wrath of God spreads a wing to grant that ally +3 AC against the triggering attack.
Sworn for a single campaign of vengeance, the Burning One follows in grim silence, his spear lowered only at the foes you name.
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 Bolt to blind the loudest caster, then close so Plague-Bearer chips clustered PCs. Kill-priority is whoever can cure disease or land radiant damage on him. Pair him with a swarm of fever-struck cultists so the party splits attention.
Stay airborne and rain Searing Bolts until the front line clusters, then dive into melee for Multiattack. Use Smite the Insolent on the first big spell thrown at him. Focus the healer first; when bloodied, retreat skyward and pelt them from range.
Run him solo as a centerpiece: open with Pestilent Cry into a clustered party, spend legendary actions on Stride to stay mobile and Burning Spear to punish the front line. Smite the Insolent and Plague-Bearer tax every caster turn. Kill-priority is anyone removing the poisoned condition; when bloodied, fly up and alternate Searing Bolt with Pestilent Cry to grind them down.
Put Wrath of God 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 Wrath of God?
Resheph is built as a CR 11 solo centerpiece (Tier 3, ~7,200 XP) with three legendary actions and a punishing reaction. Scale him down to CR 6 (Tier 2) or CR 2 (Tier 1) using the tier table — the traits and actions stay identical, only the AC, HP, to-hit, save DC, and damage shift.
Can Wrath of God be a companion or ally?
Yes. The 'Resheph, Bound' profile turns him into an ally sworn to a single campaign of vengeance: a winged guardian with the Aura of the Reckoning, a Burning Spear, and a Shielding Wing reaction that protects nearby allies. He follows the PC who named the foe, not the party at large.
Is Resheph a devil or an angel?
Statted as a Large celestial, lawful neutral — he is wrath as an instrument of cosmic accounting, not malice. Drawn from genuine Near-Eastern mythology (the plague-and-war god Resheph), he resists necrotic and radiant alike and is immune to disease, fitting a being who is the plague rather than its victim.
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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