Agassi
Agassi — The Encounter
Grave-cold horseman who rides the wars of the dead · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Agassi
Of the spectral horsemen the old chronicles name Agassi the most relentless: a captain of some long-fallen order who would not let death unseat him. They say he swore his lance to a cause that crumbled to dust around him, yet still he rides, mustering the slain of every battlefield he crosses into a host that answers no living crown. His barding is the same plate in which he died, fused now to grave-cold bone, and his steed is no horse but a thing of the tomb, its skull grown long and draconic, its breath a winter that withers grass. Where his column passes, the dying find their courage leaching away, for the nearness of so settled a death unmakes hope. Mourners leave salt and iron at the crossroads he is known to ride, and beg the dead captain to muster elsewhere — for to be ridden down by Agassi is to rise the next dusk in his ranks.
Run Agassi in Sixty Seconds
- Hold the charge. Don't open with Multiattack — open with Trampling Charge through the most clustered PCs to knock one prone and set up advantage.
- Kill-priority: the bloodied. Grave Aura punishes any target below half HP with disadvantage on attacks, so finish whoever you've already hurt.
- When Agassi is bloodied, ride hard — keep moving so Reaping Wheel and Trampling Charge stay live; a stationary horseman is a dead horseman.
- Three ways to run it: (1) outrider harrying the party's flanks, (2) charging anchor of an undead battle-line, (3) a recurring dread that musters the slain after each fight it wins.
- Remember the steed. Refuse to Fall keeps it upright once per day, so plan one extra round of mounted threat before the rider hits the ground.
Agassi
Large undead, lawful evil
CR 6 · 2,300 XP · GUIDELINEDread Cavalry. While mounted, Agassi has advantage on melee attack rolls against any creature smaller than its steed, and a creature it knocks prone with a charge takes an extra 9 (2d8) necrotic damage.
Grave Aura. Signature. The air around Agassi is graveyard-cold. A creature that starts its turn within 10 ft. of Agassi and is below half its hit point maximum has disadvantage on attack rolls until the start of its next turn, as the chill of the dead saps its resolve.
Actions
Multiattack. Agassi makes two attacks with its grave-iron lance.
Grave-Iron Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 9 (2d8) necrotic damage.
Trampling Charge. Agassi's steed moves up to its speed in a straight line and can move through the space of any Large or smaller creature. The first creature it passes through must succeed on a DC 14 Dexterity saving throw or be knocked prone and take 14 (4d6) bludgeoning damage; on a success it takes half and is not knocked prone. Agassi may then make one Grave-Iron Lance attack against a creature it knocked prone.
Bonus Actions & Reactions
Reaping Wheel. Reaction. When a creature within 10 ft. moves out of Agassi's reach without disengaging, Agassi makes one Grave-Iron Lance attack against it.
A grave-cold knight in blackened, horned plate rides a skeletal warhorse whose dragon-skulled head glares with red coals, its white mane streaming like smoke as it tramples a field of broken weapons and bone.
Agassi, Bound
Companion · acts on your initiative
Bound · GUIDELINETomb-Cold Charge (signature). On a turn the steed moves at least 20 ft. straight toward a creature and hits it with Skull-Bite, the target takes an extra 7 (2d6) necrotic damage and must succeed on a DC 13 Strength save or be knocked prone.
Actions
Skull-Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage.
Reactions
Refuse to Fall. Reaction. When the steed is reduced to 0 hit points, it instead drops to 1 hit point once per day, held upright by the will of its rider.
A draconic-skulled warhorse of grave-iron and bone, its red eyes never closing, never tiring, never afraid.
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 Trampling Charge to scatter a clustered line, then lance the prone target. Kill-priority is whoever is bloodied — Grave Aura cripples their attacks. Run it as a marauding outrider beside a necromancer or a pack of skeletons; never alone.
Open by trampling through the tightest cluster, knock the squishiest PC prone, then Multiattack them with advantage from Dread Cavalry. Spend your reaction on Reaping Wheel to punish anyone fleeing the saddle's reach. Pair Agassi with a death-priest or a wave of undead infantry so the party can't simply gang the horseman.
Use Agassi as the breakthrough cavalry of a larger undead host — open with the charge, then ride a circuit hitting bloodied PCs so Grave Aura blankets their attacks. Kill-priority stays on anyone below half. Pair it with a bigger threat or a lair full of risen dead; it is a hammer, not the whole battle.
Put Agassi 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 Agassi?
Agassi is built at CR 6 (2,300 XP) in its native Tier 2 form: AC 17, 123 HP, +7 to hit, save DC 14. Scale to the Tier 1 (CR ~2) or Tier 3 (CR ~11) numbers in the table for lower or higher parties — the traits and actions never change, only the figures.
Can Agassi be a companion or ally?
Yes — as a grim cavalry patron he can ride at the party's side, and his bound grave-steed makes a natural mount-companion (the Bound block) if a PC takes the saddle. As an adversary he shines as the charging spearhead of an undead host rather than a lone duelist.
Is Agassi a solo boss?
No. Agassi has a strong mounted charge and a punishing reaction, but not the layered action economy of a true centerpiece. Run him with minions or alongside a bigger threat — a four-player party will out-act a lone horseman.
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
Played Agassi at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
Log in to comment