Aragord
Aragord — The Encounter
Cloaked Heir of a Forgotten Crown, Warden of the Wild Roads · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Aragord
They call him many things on the wild roads, and none of them is the name he was born to. He is the disguised heir of a line long broken, content to walk the borderlands as a nameless warden while pretenders squabble over an empty throne. For decades he has hunted the things that creep from the dark places at the edges of settled lands, asking no thanks, leaving no trail. The folk of lonely steadings know only that a grey-cloaked swordsman sometimes passes through, and that the howling in the hills falls quiet for a season after. Those who travel with him learn quickly that the ragged stranger reads weather, wound, and ambush alike, and that when he finally draws both blades, the crown he never claimed shines plainly in his eyes. He fights to shield others, never to be seen, and vanishes before gratitude can find him.
Run Aragord in Sixty Seconds
- Hold and read the board before engaging. Aragord is a mobile duelist, not a wall. He wants to reach the soft target, not trade blows in the front line.
- Open with Heir's Stride past the front-liners and Multiattack the back-rank caster or healer. Twin Blades on the first double-hit knocks them prone and steals their next turn.
- Kill-priority is enemy spellcasters and ranged controllers. He ignores them taunting front-liners and slips around to gut the people doing the real damage.
- When bloodied, fall back behind cover with Heir's Stride, save Parry for the next big swing, and let Reaping Sweep punish anyone who chases into a cluster.
- Three ways to run him: (1) the lone shielding warden protecting a fleeing NPC; (2) a captain leading a small warband, Greyfell at his side; (3) a recruitable ally who fights at the party's flank against a larger boss.
Aragord
Medium humanoid (human), lawful good
CR 6 · 2,300 XP · GUIDELINEWilderness Strider. Aragord ignores difficult terrain caused by nonmagical plants and rubble, and can't be tracked except by magical means. He has advantage on saving throws against being frightened.
Twin Blades. Signature. Aragord fights with a longsword in each hand. The first time on his turn he hits a creature with both blades, that creature takes an extra 9 (2d8) slashing damage and must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Multiattack. Aragord makes three longsword attacks, or two longsword attacks and one Reaping Sweep.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Reaping Sweep (Recharge 5-6). Aragord sweeps both blades in an arc. Each creature within 5 ft. of him must make a DC 14 Dexterity saving throw, taking 22 (4d8 + 4) slashing damage on a failed save, or half as much on a success.
Bonus Actions & Reactions
Parry (Reaction). When a creature Aragord can see hits him with a melee attack, he adds 3 to his AC against that attack, potentially causing it to miss.
Heir's Stride (Bonus Action). Aragord moves up to half his speed without provoking opportunity attacks.
A lean, weather-worn ranger in a travel-stained green tunic and wind-caught cloak, longsword raised to guard, a second blade ready across his body. He stands atop broken rock with the wary calm of a man who has slept under more stars than roofs.
Aragord, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Sense (signature). Aragord has advantage on Perception checks that rely on smell or hearing, and on attack rolls against any creature that an ally within 5 ft. is also attacking.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Reactions
Guard the Heir. When a creature Aragord can see hits Aragord with an attack, Aragord moves up to 10 ft. toward him; if it ends adjacent to him, the next attack against Aragord before Aragord's turn has disadvantage.
A scarred wolfhound that has run the wild roads at the warden's heel for years, silent until the moment it is not.
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 Heir's Stride to flank, then Twin Blades on the squishiest target to prone it. Hold Parry for the enemy's biggest hitter. Pair him with Greyfell or a couple of bandit minions so the party can't simply gang him.
Open by closing on the back-line caster with Heir's Stride, then Multiattack to drop it; trigger Twin Blades to prone before the party can reposition. Save Reaping Sweep for when two or more PCs cluster around him, and burn Parry on the heaviest single blow. He shines as a skirmisher beside a bigger flagship threat, not alone.
Run him as the duelist captain of a warband: Heir's Stride into the priority caster, full Multiattack, Reaping Sweep when melee bunches up. Pair him with a bigger boss or a pack of minions so the action economy holds; on his own a tier-3 party will simply out-act a single swordsman.
Put Aragord 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 Aragord?
His home tier is CR 6 (Tier 2, levels 5-10), a hard-hitting dual-wield skirmisher for a mid-level party. The record also gives Tier 1 (~CR 2) and Tier 3 (~CR 11) versions; the traits stay identical and only the AC, HP, to-hit, save DC, and damage scale between bands.
Can Aragord be a companion or ally?
Yes. He is built as an add-on hero, not a solo boss, so he slots naturally beside the party. Greyfell, the Faithful Hound is a ready-made bonded companion, and Aragord himself works well as a recruitable warden who fights at the party's flank against a bigger threat.
Is Aragord meant to fight the party alone?
No. He has no legendary actions and a 4-PC party will out-act a single swordsman. Run him with Greyfell, a small warband, or paired with a larger flagship boss; the Tier 3 version is explicitly framed as a warband captain, never a solo 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.
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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