Sylvarin2
ice-clear frost-wyrm, the host's glacial standard ascendant
Sylvarin2 — The Encounter
ice-clear frost-wyrm, the host's glacial standard ascendant · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Sylvarin2
When the frost runs deepest, the White Runners' standard sheds its grey hide and rises ice-clear, a wyrm of living glacier so translucent the snow-glare passes through it. This is Sylvarin ascendant, the host's banner at the height of its cold power, near invisible against the drifts until its breath erupts. The dead crowd thicker beneath it then, fearless and ferocious in its shadow, and the living find their flight slowed to a frozen crawl while the runners close. Skalds hold that to see the clear wyrm is to see the host at its worst hour: an army that does not tire led by a thing of pure winter that cannot be frightened and will not be outrun.
Run Sylvarin2 in Sixty Seconds
- Kill priority then break line of sight or drop it fast; Pack Standard makes every nearby corpse fearless and lethal.
- Open with Frost Breath then a 60-foot cone, DC 17, 54 cold and halved speed freezes the party in place.
- Spend legendary actions then Drive the Host for free undead attacks and Glacial Wings to restrain and escape.
- When bloodied then keep it flying, breathe on recharge, and let the dead screen it; never let it be pinned in melee.
Sylvarin2
Large dragon, lawful evil
CR 13 · 10,000 XP · GUIDELINEPack Standard. While Sylvarin is not incapacitated, allied undead within 60 feet of it can't be frightened and have advantage on attack rolls against any creature within 5 feet of Sylvarin.
Glacial Body. A creature that touches Sylvarin or hits it with a melee attack while within 5 feet takes 7 (2d6) cold damage. Its translucent, ice-clear form gives it advantage on Stealth checks made in snow or ice.
Actions
Multiattack. Sylvarin makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) cold damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Frost Breath (Recharge 5-6). Sylvarin exhales killing frost in a 60-foot cone. Each creature there makes a DC 17 Constitution save, taking 54 (12d8) cold damage on a failure, or half on a success. A creature that fails has its speed halved until the end of its next turn.
Bonus Actions & Reactions
Wing Buffet (Reaction). When a creature Sylvarin can see ends its turn within 10 feet, Sylvarin can beat its wings; the creature must succeed on a DC 17 Strength save or be pushed 15 feet and knocked prone.
Legendary Actions (3/Round)
Detect. Sylvarin makes a Wisdom (Perception) check.
Claw. Sylvarin makes one Claw attack.
Drive the Host. (Costs 2 actions) One allied undead within 60 feet that Sylvarin can see moves up to its speed and makes one weapon attack.
Glacial Wings. (Costs 2 actions) Sylvarin flies up to half its speed and each creature within 10 feet of where it lands makes a DC 17 Dexterity save or takes 10 (3d6) cold damage and is restrained by creeping ice until the end of its next turn on a failure.
Carved seemingly from living glacier, this clear-iced wyrm wheels over the host like a shard of the winter sky come hunting.
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.
Vastly beyond a Tier 1 party; use only as a distant, terrifying omen over the host. If forced to fight, one Frost Breath and a withdrawal, leaving the dead to mop up. It leads, it does not duel.
Run the clear wyrm as the airborne keystone of a strong White Runners warband. Open with Frost Breath to lock a cluster in place, strafe, and spend legendary actions on Drive the Host so runners pile in. Keep it aloft and let the dead screen it; it anchors the flight, never a lone brawl.
As a top-end solo or warband centerpiece, lead with the 60-foot Frost Breath on the bunched party, then bite the tank and claw the casters. Each round spend legendary actions on Drive the Host for free undead strikes and Glacial Wings to restrain pursuers and reposition. When bloodied, stay airborne, breathe on recharge, and rely on the host as a screen.
Put Sylvarin2 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 Sylvarin2?
This ice-clear form of Sylvarin is CR 13 at its native Tier 3 (about 10,000 XP), a step above the grey wyrm. Use the tier table to downscale, but it is a high-end centerpiece and dwarfs lower-tier parties.
How does Sylvarin2 fight alongside the rest of the White Runners?
It is the host's standard at its glacial peak. Pack Standard steels and sharpens every nearby corpse, Frost Breath freezes prey for the runners, and Drive the Host hands packmates free moves and strikes. The dead hunt fearless in its shadow.
Is Sylvarin2 a boss?
Yes. The clear wyrm is solo_capable, with legendary actions, a brutal breath, and a restraining wing strike. It can headline a fight alone or command a full White Runners warband as its airborne keystone.
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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