Kilgharrah
Kilgharrah — The Encounter
The Great Dragon, last of his kind, oracle in chains · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Kilgharrah
He was old when the isle was young, the last great wyrm of an age before kings. Chained beneath the earth by men who feared his counsel, Kilgharrah bargained in riddles and half-truths, for prophecy is a weapon and he wielded it as surely as tooth and flame. To those who freed him he gave guidance wrapped in thorns: warnings that came true only sideways, oaths kept to the letter and broken in the heart. He bears no malice and no kindness either, only the terrible patience of one who has already seen how the tale ends. Mortals call him wise, but his wisdom serves the great weaving of fate first and the petitioner last. When the bargain is struck and the debt comes due, he descends from his crag, and the sky fills with the heat of his breath. Those who sought a sage too late remember he was always, first, a dragon.
Run Kilgharrah in Sixty Seconds
- He is a solo boss — built to fight a full party alone. Keep him mobile in the air; never let melee pin him to one square for long.
- Open with Fire Breath the instant two or more PCs stand inside a 60-ft cone — 49 fire on a fail sets the tone before initiative settles.
- Kill-priority is the caster — Multiattack the lowest-AC spellcaster, and spend Legend Rede (±1d6) to break their concentration or a clutch save.
- When bloodied (104 HP), take to the air and rely on Beat of Wings to prone the front line, then breathe again the moment it recharges.
- Three ways to run him: (1) cold oracle who fights only when the bargain sours; (2) raging last-of-his-kind defending a crag lair; (3) chained prisoner unleashed mid-session as a turning point.
Kilgharrah
Huge dragon, chaotic neutral
CR 12 · 8,400 XP · GUIDELINELegend Rede. Signature. Kilgharrah has lived an age and remembers what will be. Once per turn when a creature he can see within 60 feet makes an attack roll, ability check, or saving throw, he may speak a fragment of prophecy and add or subtract 1d6 from the roll (decided after the roll, before the outcome). He cannot use this against himself.
Legendary Resistance (3/Day). If Kilgharrah fails a saving throw, he can choose to succeed instead.
Actions
Multiattack. Kilgharrah makes three attacks: one with his Bite and two with his Claws. He can use Tail in place of one Claw.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
Fire Breath (Recharge 5-6). Kilgharrah exhales fire in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much on a success.
Legendary Actions (3/Round)
Legendary Actions. Kilgharrah can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.
Detect. Kilgharrah makes a Wisdom (Perception) check.
Tail Sweep. Kilgharrah makes one Tail attack.
Beat of Wings (Costs 2 Actions). Kilgharrah beats his great wings. Each creature within 15 feet must succeed on a DC 18 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. He can then fly up to half his speed.
A vast scaled wyrm perches upon storm-wet crags above the sea, leathery wings flared wide and a barbed, serpentine tail coiling among the rocks. His ancient horned head turns with the weary knowing of a creature that has watched kingdoms rise and fall.
Kilgharrah, Bound
Companion · acts on your initiative
Bound · GUIDELINEShared Sight (signature). While within 60 feet of Kilgharrah, Kilgharrah has advantage on Wisdom (Perception) checks and cannot be surprised. The two seem to think as one.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) fire damage.
Reactions
Warding Coil. When an ally within 5 feet is hit by an attack, Kilgharrah coils protectively and the ally gains a +2 bonus to AC against that attack, potentially causing it to miss.
A small pale young dragon, scales the color of bone, that never strays far from the great wyrm's shadow.
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.
Run him as a young, half-grown wyrm. Open from the air, then land and Multiattack the heaviest armor. Save Fire Breath for when two or more PCs cluster, and lean on Legend Rede to twist a clutch save against the party.
A grown dragon now. Stay airborne, dive for the Bite, and use Tail to knock prone the PC trying to flank. Breath the cone the moment the party bunches; spend Legend Rede on the cleric's concentration save.
His home tier and a true solo boss. Open with Fire Breath, then Multiattack the squishiest caster. Use legendary Beat of Wings to scatter and prone the front line, Tail Sweep between turns, and burn Legend Rede on the saving throw most likely to end the fight. Save Legendary Resistance for hold-style spells.
Put Kilgharrah 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 Kilgharrah?
Kilgharrah is CR 12 (8,400 XP) at his native Tier 3, built as a solo boss for level 11-15 parties. The block also scales down to Tier 1 (~CR 2) and Tier 2 (~CR 6) — same traits and actions, only the numbers change.
Can Kilgharrah be a companion or ally?
Yes, but a wary one. His Legend Rede lets him add or subtract 1d6 from a nearby creature's roll, making him a formidable patron or guide. He serves fate before any petitioner, so an ally should expect prophecy in riddles and aid given on his own terms. The bundled Aithusa works as a more straightforward companion.
Is Kilgharrah safe to use in a published or streamed game?
Yes. He is drawn from public-domain Arthurian and Welsh legend — the Great Dragon of the isle — and statted with SRD 5.1 content only. No proprietary cosmology, named settings, or trademarked creatures are referenced.
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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