Belladrix
Belladrix — The Encounter
Claw-Armed Sorceress of the Burning Cities of the Plain · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Belladrix
When fire fell upon the two cities of the plain, not all who dwelt there perished — some were remade. Belladrix is counted among the unrepentant of Sodom and Gomorrah, a daughter of the burning streets who bargained her ruin into power. Her left arm is no longer flesh but the great chitinous claw of some pit-thing, fused to the bone in a rite she will not name; with it she crushes and holds while her mace rains brimstone. The grimoires of the wise list her among the lesser sovereigns of the cinder-courts, a flame-haired sorceress who commands by both spell and intimidation. She does not weep for what was lost. She gathers the willing, brands them in fire, and leads them back toward the world above — for the cities were destroyed, she says, but never truly emptied, and the unrepentant still hunger to walk among the living.
Run Belladrix in Sixty Seconds
- Open ranged Lead with fireball (or fire bolt at low tier) into the tightest knot, then Multiattack the survivors — never waste turn one walking into reach.
- Claw the caster Kill-priority is the enemy spellcaster or healer: land the Chitin Claw, grapple-restrain them (escape DC 14), and they're stuck adjacent and out of the fight.
- When bloodied Drop wall of fire to split the party, then Ember Step (misty step reaction) out of melee so she keeps casting from safety.
- Three ways to run her (1) Fire-artillery sniper lobbing fireballs from the back; (2) grappler-duelist who pins one PC and mace-burns them down; (3) raid-leader buffing a cultist horde with Intimidation and brimstone.
- Remember Magic Resistance + fire/cold/lightning resistance means save-or-suck and elemental nukes underperform — make players commit real martial damage to drop her.
Belladrix
Medium fiend, lawful evil
CR 6 · 2,300 XP · GUIDELINEMagic Resistance. Belladrix has advantage on saving throws against spells and other magical effects.
Brimstone Casting. Signature. Belladrix is a 7th-level spellcaster (spell save DC 15, +7 to hit with spell attacks; spellcasting ability Charisma). She has the following spells prepared: Cantrips: fire bolt, mage hand, minor illusion; 1st (4 slots): burning hands, command; 2nd (3 slots): scorching ray, misty step; 3rd (3 slots): fireball; 4th (1 slot): wall of fire.
Actions
Multiattack. Belladrix makes one Spiked Mace attack and one Chitin Claw attack, or she casts a spell and makes one attack.
Spiked Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) fire damage.
Chitin Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 14) if it is Large or smaller. Until the grapple ends, the target is restrained and Belladrix can't make Chitin Claw attacks against another target.
Bonus Actions & Reactions
Ember Step. Reaction. When a creature Belladrix can see ends its turn within 30 feet of her, she can cast misty step (if she has a slot), leaving a 5-foot patch of flame in the space she left. The first creature to enter that space before the start of her next turn takes 5 (2d4) fire damage.
A bare-shouldered sorceress of grey-violet flesh and a mane of living flame, Belladrix walks the ash-streets of the doomed twin cities with a chitin war-claw grafted where her left arm should be and a spiked gold mace burning in her right.
Belladrix, Bound
Companion · acts on your initiative
Bound · GUIDELINEAshen Familiar (signature). The imp shares Belladrix's darkvision and can deliver her touch spells. While it is within 30 feet of her, she has advantage on Intimidation checks.
Actions
Ember Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.
Reactions
Smoke Veil. When a creature targets the imp with an attack, it can turn to drifting smoke until the start of its next turn, gaining resistance to all damage except force.
A knot of soot and malice that perches on her clawed shoulder, lighting her spells and whispering the names of the unrepentant dead.
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 at range with fire bolt, then close so the Chitin Claw can grapple the squishiest front-liner and drag the fight to her. If foes cluster, lead with burning hands. Pair her with a tougher melee bruiser so she isn't the only target.
Open with fireball into the densest cluster, then Multiattack to claw-grapple the healer or caster and pin them out of position. When bloodied, drop wall of fire to split the party and Ember Step away from melee each round. Run her alongside a flagship boss or a pack of cultist minions — she's a champion, not a lone act.
Lead with wall of fire to wall the party in, then fireball the trapped cluster and claw-grapple whoever tries to escape. Kill-priority is enemy casters — pin one with the claw and burn it down. Pair her with a bigger threat or a burning lair; she anchors the line but does not headline alone.
Put Belladrix 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 Belladrix?
Her home build is CR 6 (2,300 XP), tuned for a level 5-10 party. The stat record also gives drop-in numbers for tiers 1 (levels 1-4) and 3 (levels 11-15) so you can field her at any table — the traits and tactics stay identical, only AC, HP, to-hit, save DC, and damage shift.
Can Belladrix be a companion or ally?
Yes. She's a lawful-evil sorceress, so she makes a sharp-edged ally for an evil or morally gray party — a fire-flinging artillery caster who can also grapple a target with her chitin claw. A redemption arc could pull her away from the burning cities, but she'll always lead from the front and expect the willing to follow.
Is Belladrix a solo boss?
No — she's a champion-grade add-on, not a centerpiece. She has no legendary actions, so a four-PC party will out-act her if she fights alone. Pair her with a flagship boss, a cultist horde, or a burning lair and she shines as the dangerous lieutenant who pins your players in place.
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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