Raphael
Raphael — The Encounter
Winged healer unmade, robed archon trailing tentacled rot · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Raphael
Of the seventy-two spirits, none fell so quietly as Raphael, once the gentlest of the healing archons, now the Third Seat that presides over the rot beneath Sodom. The grimoires record that he was bound not by chains but by mercy: the city's dying begged him to ease their pain, and in answering them past all measure he learned to harvest the wound rather than close it. His wings remain, broad and feathered, but the marrow of him has swelled into a nest of tentacles that drink the lives of those he pretends to mend. Summoners who call him do so for the false comfort of his hands; he arrives smiling, lays his palms upon the sick, and they rise whole for an hour before collapsing hollowed. Where he walks, plague follows like a procession, and the grateful never see the eyes in his halo counting them. To speak his old name in prayer is to invite his slow, tender ruin.
Run Raphael in Sixty Seconds
- What it is A fallen healing archon, CR 11 winged boss with legendary actions and 15 HP/turn self-regen. Treat it as a centerpiece, not an add.
- Open with Whispered Unmaking on the party's strongest damage dealer to incapacitate them, then grapple a second PC with Tentacle Lash so two heroes are locked out turn one.
- Kill-priority Its Corrupted Mending heals 15 a turn out of sunlight, so the party must focus-fire it down fast or drag the fight into daylight. Do not let them whittle it.
- When bloodied Lean on Drowning Embrace to drop a grappled, low-HP PC to 0, and use False Benediction to walk a healer into tentacle range.
- Three ways to run it Pure boss (solo with Caduceus), plague-lord (add tentacle cultists), or false saint (it offers to 'heal' the party mid-fight, charm-baiting the desperate).
Raphael
Large aberration (celestial), neutral evil
CR 11 · 7,200 XP · GUIDELINEAll-Seeing Halo. Raphael's many eyes cannot be surprised and it has advantage on Wisdom (Perception) checks. An attacker that hits it with a melee attack while within 5 ft. is blinded until the start of Raphael's next turn unless it succeeds on a DC 16 Constitution saving throw.
Corrupted Mending. Signature. At the start of each of its turns, Raphael regains 15 hit points if it has at least 1 hit point and is not in sunlight. The same surge of unholy grace forces one creature it can see within 30 ft. to make a DC 16 Constitution saving throw, taking 11 (2d10) necrotic damage on a failure as Raphael drinks the wound.
Magic Resistance. Raphael has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Raphael makes two Tentacle Lash attacks and uses Whispered Unmaking if available.
Tentacle Lash. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 18 (3d8+4) bludgeoning damage, and the target is grappled (escape DC 16) if it is Large or smaller. Raphael can grapple up to two creatures at once.
Whispered Unmaking. Raphael targets one creature it can see within 60 ft. The target must make a DC 16 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much on a success. A creature that fails is also incapacitated until the end of its next turn as false memories of being healed flood its mind.
Bonus Actions & Reactions
Drowning Embrace. Reaction (1/round). When a creature grappled by Raphael takes damage, Raphael can pull it close so it drops to 0 hit points instead, falling unconscious, if the damage would reduce it to 5 hit points or fewer.
Legendary Actions (3/Round)
Tentacle Lash. Raphael makes one Tentacle Lash attack.
Wing Buffet (Costs 2 Actions). Raphael beats its corrupted wings. Each creature within 10 ft. must succeed on a DC 16 Strength saving throw or be pushed 10 ft. and knocked prone. Raphael can then fly up to half its speed without provoking opportunity attacks.
False Benediction (Costs 2 Actions). Raphael whispers a hollow blessing at one creature within 30 ft. The target must succeed on a DC 16 Charisma saving throw or be charmed until the end of its next turn, moving toward Raphael by the most direct route on its turn.
A robed archon spreads vast crimson-and-violet wings, its serene healer's pose betrayed by the mass of pink tentacles boiling out from beneath its hem and the too-many eyes ringing its avian skull.
Raphael, Bound
Companion · acts on your initiative
Bound · GUIDELINETethered Devotion (signature). While within 30 ft. of Raphael, Raphael has advantage on saving throws and cannot be frightened. If Raphael drops to 0 hit points, Raphael must succeed on a DC 14 Wisdom save or become incapacitated for 1 minute.
Actions
Barbed Coil. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) piercing damage, and the target's hit point maximum is reduced by an equal amount until it finishes a long rest.
Reactions
Interpose. When Raphael is hit by an attack, Raphael, if within 5 ft., can swap places with it and take the damage instead.
A serpentine familiar of knotted tentacle and bleached bone, Raphael coils at the archon's feet and shields him from harm.
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 Whispered Unmaking on the squishiest caster, then Tentacle Lash to grapple a frontliner and hold them in reach. Corrupted Mending makes attrition a trap, so push the party to burst it. At this tier drop the legendary actions and run it as a scary mini-boss.
Lead with a grapple on the tank, then spend Whispered Unmaking each round to keep a key PC incapacitated. Use Wing Buffet to scatter clustered melee and reposition into the air. Pair it with two or three tentacle-cultist adds so the party cannot focus it down before it heals.
Open in the air, drop a Whispered Unmaking on the highest-damage PC, then grapple the next with two Tentacle Lashes. Spend legendaries on Tentacle Lash and Wing Buffet to control the floor; save Drowning Embrace to finish a grappled target. Kill-priority for players is its healing, so it expects them to split DPS and burn it in one round or lose to the 15 HP-a-turn regen.
Put Raphael 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 Raphael?
Natively CR 11 (7,200 XP) at Tier 3, built as a solo-capable boss with legendary actions. The Tier 1 and Tier 2 blocks rescale it to roughly CR 2 and CR 6 for lower-level tables; keep the regen and Whispered Unmaking, just use the smaller numbers.
Can Raphael be a companion or ally?
Only as a treacherous one. He presents as a benevolent healer and will genuinely mend the party for an hour, but every restoration hollows the recipient. Run him as a quest-giver or false patron whose 'gifts' come due, never as a clean ally.
How do I stop the self-healing?
Corrupted Mending shuts off in sunlight, so daylight spells, a torn-open roof, or luring him outdoors removes 15 HP of regen per turn. Necrotic and cold resistance also reward fire and radiant damage, especially radiant against this corrupted celestial.
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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