Starshine
lantern-bearing moonlit warden of the warren road
Starshine — The Encounter
lantern-bearing moonlit warden of the warren road · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Starshine
Among the Lunar Cottontails, the wardens of the lantern keep the warren's paths safe between dusk and the rising moon. Starshine carries the oldest of these lanterns, its glass fed not by flame but by captured moonlight, and the flock say no fear can take root where her light falls. She fights as the rest of the warren does: never alone, always anchoring the line, holding the lantern high so the skirmishers behind her strike true. When raiders come for the burrow stores, it is Starshine who steps into the dark first, and the others who follow her glow into the fray. She speaks little, but her lantern is a promise that the warren will not be lost to the night.
Run Starshine in Sixty Seconds
- Open with the lantern then raise Lantern Ward over the front rank so allies shrug off fear.
- Hold the line then mace the nearest enemy twice, adding radiant if they stand in your light.
- Shield a friend then spend your reaction to give a dropping ally +2 AC against one hit.
- Tag the lurker then hurl a lantern-spark so a hidden foe sheds light and can't stay invisible.
- Stay with the warren then Dodge and fall back in formation, never chase off alone.
Starshine
Medium humanoid (rabbitfolk), lawful good
CR 2 · 450 XP · GUIDELINEStanding Leap. Starshine's long jump is up to 20 feet and her high jump up to 10 feet, with or without a running start.
Lantern Ward (signature). Starshine's raised lantern sheds bright moonlight in a 15-foot radius. Allies within that light have advantage on saving throws against being frightened, and Starshine can use her reaction to grant one ally she can see within the light a +2 bonus to AC against one attack.
Actions
Multiattack. Starshine makes two attacks with her warden's mace.
Warden's Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, plus 3 (1d6) radiant damage if the target is within her Lantern Ward light.
Hurled Lantern-Spark. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 8 (2d6) radiant damage, and the target sheds dim light for 1 minute (cannot benefit from being invisible).
Bonus Actions & Reactions
Watchful Step (bonus). Starshine takes the Dodge action.
A white-furred warren-warden who walks the night roads with a softly glowing lantern, mace ready, eyes red as embers in the dark.
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 by raising the Lantern Ward over the front rank, then mace the nearest attacker. Keep the warren clustered in your light and use your reaction to shield whoever is about to be dropped. Never charge off alone, hold the lantern line.
Same warden role, scaled up: anchor the Cottontail skirmish line, ward the cluster, and punish anyone lit by your lantern. Let Hopper and the casters fire from behind your glow. Retreat with the flock rather than be surrounded.
Fight as the lantern-anchor of a full warren warband, never as a solo. Keep the light over the largest knot of allies, ward the most threatened, and fall back in formation when the burrow line bends.
Put Starshine 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 Starshine?
Starshine is CR 2 (450 XP) at her native Tier 1. Scaled stat lines are provided for Tier 2 (~CR 6) and Tier 3 (~CR 11) so she can warden a higher-level warband.
How does Starshine fight alongside the rest of the Lunar Cottontails?
She is the flock's lantern-warden, an anchor rather than a striker. She raises her Lantern Ward over the cluster, soaks attention at the front, and shields whoever is about to fall, letting Hopper, Celeste and the other Cottontails strike from inside her light.
Is Starshine a solo boss?
No. She is rank-and-file support with no legendary actions and solo_capable is false. Run her as part of a Lunar Cottontails warband holding a line, never as a lone encounter.
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.
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