Elarix
Elarix — The Encounter
Twin-Axe Duelist of the Cities of the Plain · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Elarix
Among the scorched ruin of the twin cities of the plain there walks a duelist who survived the fire and came out worse for the loving. Elarix was, the broadsheets of the damned insist, a mortal blade-dancer who refused to flee the burning streets, choosing instead to die fighting in the doorway of her own house. The flames did not take her cleanly; they cured her, hardening sinew into something patient and infernal. Now she wears the melted plate of her last living day and carries two axes forged from the city gates, each one warm to the touch and hungry for rhythm. She does not lunge as devils lunge. She dances, circling a foe with the off-balance grace of someone who has had eternity to practice the same three steps, and when both axes land in time she leaves her victim staggering into the next blow. Mercenary captains who employ her learn quickly that she is never where the spear expects her to be.
Run Elarix in Sixty Seconds
- Hold her off the front line. Elarix is a skirmisher, not a wall — open by Dashing (bonus action) straight at the party's softest striker rather than trading blows with the tank.
- Land both axes. Hitting one target with both Hellforged Axes in a turn triggers Burning Cadence: the victim gets disadvantage on its next attack and she gets +10 ft. speed. Set this up every round.
- Kill-priority: healers and ranged DPS. Her 40 ft. speed plus Nimble Escape means nobody in the back line is safe; dive them, swing, then bonus-action Disengage out.
- When bloodied, kite don't brawl. Switch to Hurled Axe (it returns to her hand) and Disengage every turn, using Lashing Tail to pin anyone who chases.
- Three ways to run her: assassin (dive the caster), duelist (lock down one PC and grind), or harasser (orbit the party throwing axes). Always pair her with a bigger threat — she is an add-on, not a solo boss.
Elarix
Medium fiend (devil), lawful evil
CR 6 · 2,300 XP · GUIDELINEBurning Cadence. Signature. Elarix's twin axes blur in a relentless rhythm. The first time she hits a creature with both axes in the same turn, that creature is knocked off-balance: it has disadvantage on the next attack roll it makes before the end of its next turn, and Elarix's speed increases by 10 ft. until the end of her next turn.
Nimble Escape. Elarix can take the Dash or Disengage action as a bonus action on each of her turns.
Magic Weapons. Elarix's axe attacks are magical.
Actions
Multiattack. Elarix makes two Hellforged Axe attacks.
Hellforged Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) fire damage.
Hurled Axe. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) fire damage, and the axe magically returns to Elarix's hand at the end of the turn.
Bonus Actions & Reactions
Lashing Tail. Reaction — when a creature within 5 ft. of Elarix moves away from her or stands up from prone, she makes one tail strike against it: +6 to hit, 6 (1d6+3) bludgeoning damage, and the target's speed is reduced to 0 until the start of its next turn on a hit.
A lean, violet-skinned she-devil crowned with a crest of living flame, Elarix sprints across the rubble on clawed feet, a wicked black axe spinning in each hand and her serpentine tail coiled to strike.
Elarix, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack the Step (signature). While the Elarix is within 10 ft. of Elarix, Elarix's Hellforged Axe deals an extra 3 (1d6) fire damage on a hit.
Actions
Searing Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 3 (1d6) fire damage.
Reactions
Heel Snap. Reaction — when a creature within 5 ft. moves, the hound bites it; on a hit the target's speed is halved until the start of its next turn.
A gaunt hound of cooling slag that pads at Elarix's heel, breathing embers and herding prey into the path of her axes.
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 Dashing in as a bonus action so she ends adjacent to a squishy caster, then swing twice to trigger Burning Cadence and rattle their next turn. If the party clusters, use Hurled Axe to chip the back line while staying mobile. Pair her with a heavier brute so she punishes anyone who tries to retreat past her tail.
Open on the lowest-AC striker, land both axes to apply Burning Cadence, then bonus-action Disengage and reposition behind the front line. Kill-priority is enemy healers and ranged DPS — she has the speed to reach them and Lashing Tail to pin them. Run her alongside a flagship boss or a knot of minions; she is a finisher, not the anchor of the fight.
Lead with Burning Cadence on the party's main damage dealer, then dance through the formation Disengaging each turn so opportunity attacks never land. Use Hurled Axe to soften flyers and back-rankers she can't reach on foot. Pair her with a bigger threat and a screen of minions — at this tier she is the harassing blade in the boss's lair, not the centerpiece.
Put Elarix 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 Elarix?
Her home build is CR 6 (2,300 XP), tuned for a 5th-10th level party. The stat record also gives a Tier 1 (levels 1-4) and Tier 3 (levels 11-15) version with the same traits and only the numbers shifted, so you can drop her into almost any table.
Can Elarix be a companion or ally?
Yes. As a mercenary duelist she works as a hired blade or rival-turned-ally; run her at the native Tier 2 numbers and let her dive the enemy back line on the party's behalf. She also comes with the Cinderhound, Bound, a slag-forged war-dog that boosts her fire damage and snaps at anything trying to flee.
Is Elarix a solo boss?
No — she is an add-on, not a flagship. She has no legendary actions, so a four-player party will out-act her if she fights alone. Pair her with a heavier centerpiece monster or a screen of minions and let her play the harassing finisher she is built to be.
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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