Eryndral
Eryndral — The Encounter
Ember-scaled berserker who breaks the line with twin bone cleavers · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Eryndral
Among the Emberborn warbands the name Eryndral is spoken the way one speaks of a grass fire: not whether it will reach you, but how fast. He does not command a battle line, for a line is a thing of patience and he has none. Where others advance he leaps, twin cleavers of bone and tooth carving openings no shield wall was built to close. The fury that drives him is older than discipline, a draconic heat coiled behind his ribs that wakes the instant his own blood is drawn and burns hotter for every wound. Veterans of the broken formations he favors tell the same warning to recruits: do not wound him and expect him to slow. He will only run faster. Pair him with heavier kin and he becomes a wedge; loose him alone among packed ranks and he becomes a massacre. He is not a leader of soldiers. He is the moment a battle stops being orderly.
Run Eryndral in Sixty Seconds
- He is a glass cannon built to be wounded: AC is modest and Bloodfury Frenzy turns every cut you land into extra damage on you, so racing him in melee plays into his hands.
- Open with Reckless Lunge (Dash) plus Leaping Charge to bypass the front line and slam a caster prone turn one.
- Kill-priority for the party is Eryndral himself before he reaches the backline; for Eryndral it is the lowest-AC spellcaster.
- When bloodied he is at his most dangerous, not least: frenzy is live, +1d6 on every cleaver, advantage on Strength saves, immune to fear.
- Three ways to run him: lone fast assassin harrying squishies, a wedge paired with a heavy bruiser, or the chaos-blade leading a pack of Cinderwhelps.
Eryndral
Medium humanoid (reptilian), chaotic neutral
CR 2 · 450 XP · GUIDELINEBloodfury Frenzy. Signature. While Eryndral has taken any damage since the start of his last turn, his melee attacks deal an extra 3 (1d6) damage and he has advantage on Strength checks and Strength saving throws. He cannot be frightened while frenzied.
Leaping Charge. If Eryndral moves at least 15 ft. straight toward a creature and hits it with a cleaver on the same turn, the target takes an extra 3 (1d6) slashing damage and must succeed on a DC 12 Strength saving throw or be knocked prone.
Actions
Multiattack. Eryndral makes two Bone Cleaver attacks.
Bone Cleaver. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, plus 3 (1d6) slashing damage if Eryndral is frenzied.
Bonus Actions & Reactions
Reckless Lunge. Bonus Action. Eryndral takes the Dash action. Until the start of his next turn, attack rolls against him have advantage.
A lean, ember-scaled reptilian warrior caught mid-leap, twin bone-toothed cleavers raking the air and his armor flecked with the blood of the formation he just shattered.
Eryndral, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Fury (signature). When an ally Eryndral can see hits a creature within 5 ft. of it, Eryndral can make a bite attack against that creature as a reaction once per turn.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Reactions
Snapping Retreat. When a creature within 5 ft. moves away, Eryndral may bite it; on a hit the creature's speed is reduced to 0 until the end of the turn.
A juvenile ember-scaled drake that shadows Eryndral's charges, darting in to hamstring whatever he leaves bleeding.
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 Reckless Lunge to Dash into a clustered backline, then Leaping Charge the squishiest caster to knock it prone. Kill-priority is the spellcaster or archer; once Eryndral is bloodied his Bloodfury Frenzy makes him hit hardest, so don't expect chip damage to slow him. Pair him with a tougher front-liner and let Cinderwhelp pin fleeing targets.
Run him as a fast elite skirmisher inside a larger warband: Reckless Lunge in turn one, Leaping Charge to drop a key target prone for allied melee. He soaks attacks recklessly because frenzy rewards being hit. Best used as the flanking threat beside a bigger bruiser, not the main wall.
Field him with minions or a lair as the disruptive blade that punishes any party that bunches up; he leaps past the front rank to maul casters. Always pair him with a bigger threat or a swarm of Cinderwhelps so the action economy holds against a high-level party. Keep him diving the backline while the flagship boss anchors the fight.
Put Eryndral 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 Eryndral?
Natively CR 2 (450 XP), a Tier 1 fast skirmisher. The Tier 2 and Tier 3 columns rescale the same kit to CR 6 and CR 11 so he keeps pace as an elite add-on in higher-level fights.
Can Eryndral be a companion or ally?
Yes. As a reckless reptilian berserker he works as a chaotic mercenary or rival-turned-ally; use the Cinderwhelp companion block if you want a smaller drake fighting at a hero's side instead.
Is Eryndral a solo boss?
No. He has only one bonus-action trick and no legendary actions, so a four-person party out-acts him. Run him as an add-on beside a flagship boss, with minions, or in a lair.
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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