Felina Kyle
Felina Kyle — The Encounter
The Rope-and-Dagger Burglar Who Walks on Air · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Felina Kyle
They call her Felina Kyle, though no constable has held the name long enough to write it twice. Born of the Felinaria bloodlines, she carries the cheetah's curse and gift: a heart that cannot abide a closed door or a full vault. She does not steal for hunger, the watch-captains complain, but for the thrill of the impossible reach — the necklace behind glass, the key beneath a sleeping lord's pillow. Witnesses swear she walks on air, ascends sheer walls as though they were stairs, and lands from any height upon her feet without a sound. Her weapons are a coiled rope that strikes like a serpent and a poisoned parrying-dagger, yet she kills only when cornered, preferring to leave guards bound and embarrassed. Where she passes, locks hang open, and a single clawed print is left upon the windowsill — her signature, and her mockery.
Run Felina Kyle in Sixty Seconds
- Open from stealth: she should start hidden and lead with a Sneak Attack — that's 14 bonus damage, and it only triggers once per turn, so spend it well.
- Lasso the right target: use the rope to grab and drag the party's healer or caster out of position toward your other monsters, not the tanky fighter.
- Bonus action every turn: always Hide or Disengage after attacking so she only ever eats one hit — Cat's Reflexes and Evasion make her infuriating to pin down.
- When bloodied: she fights to escape, not to die — Dash up a wall or rope and break line of sight; a cornered cat-burglar flees over the rooftops.
- Three ways to run her: a duel-the-rogue skirmish with traps; a heist defender protecting a vault; or the agile lieutenant pinning targets for a bigger boss.
Felina Kyle
Medium humanoid (catfolk), chaotic neutral
CR 6 · 2,300 XP · GUIDELINEFeline Balance. Felina ignores difficult terrain, never falls prone from movement, and can move along walls, ledges, and ropes without a check. She takes no falling damage from falls of 30 feet or less and lands on her feet.
Evasion. When Felina is subjected to an effect that allows a Dexterity save for half damage, she takes no damage on a success and half on a failure.
Sneak Attack (1/Turn). Once per turn, Felina deals an extra 14 (4d6) damage to a creature she hits with a weapon attack if she has advantage on the roll, or if another enemy of the target is within 5 feet of it and she doesn't have disadvantage.
Actions
Multiattack. Felina makes two attacks with her parrying dagger, or one Lasso attack and one dagger attack.
Parrying Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4+5) piercing damage plus 4 (1d8) poison damage from coated steel.
Lasso. Ranged Weapon Attack: +8 to hit, range 20/40 ft., one Large or smaller creature. Hit: the target is grappled (escape DC 15) and its speed is 0; Felina can then move up to half her speed, dragging the grappled creature, and she has advantage on her next attack against it this turn.
Bonus Actions & Reactions
Cunning Action (Bonus Action). Felina takes the Dash, Disengage, or Hide action as a bonus action. She can also retrieve or release a grappled creature from her lasso.
Cat's Reflexes (Reaction). When a creature she can see hits her with an attack, Felina adds 3 to her AC against that attack, potentially causing it to miss. On a miss against a melee attacker, she may move 5 feet without provoking opportunity attacks.
Caught forever mid-handstand atop a splintered post, this lithe cat-burglar balances on one palm, a coiled rope at her hip and a curved dagger within reach — a thief who treats rooftops and gallows-posts alike as her hunting ground.
Felina Kyle, Bound
Companion · acts on your initiative
Bound · GUIDELINEPounce (signature). If Felina Kyle moves at least 15 feet straight toward a creature and hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength save or be knocked prone.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Reactions
Guard the Den. When an enemy within 5 feet targets Felina with an attack, Felina Kyle may impose disadvantage on that attack roll by interposing itself.
A great spotted hunting-cat bound to Felina by years of shared crime, padding silently at the edge of every job, ready to bowl over the guard who turns at the wrong moment.
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 from hiding for the Sneak Attack, then Cunning-Action away so melee bruisers never get a full turn on her. If the party clusters, lasso the squishiest caster and drag them out of the formation. Pair her with a bigger brute — she sets up the kill, the brute lands it.
Open by lassoing the back-line healer or caster and yanking them toward your front-line ally, then Sneak Attack with the poisoned dagger. Each round Hide or Disengage as a bonus action so she only ever takes one attack — lean on Cat's Reflexes and Evasion to shrug the rest. Kill-priority is whoever the party least wants grappled; pair her with a heavy hitter or a lair full of traps, never as the only threat.
Run her as the agile lieutenant beside a flagship boss: she isolates and pins the party's key target with the lasso while the boss focuses fire. Open from concealment, retreat every turn via Cunning Action, and use her speed to chase down fleeing back-liners. She is a control-and-burst skirmisher with minions, not a solo — give her allies to capitalize on the openings she creates.
Put Felina Kyle 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 Felina Kyle?
Her home build is CR 6 (Tier 2, levels 5-10): AC 16, 110 HP, +8 to hit, save DC 15. The record also gives drop-in Tier 1 (~CR 2) and Tier 3 (~CR 11) stat lines so you can scale her to your table without rebuilding her kit.
Can Felina Kyle be a companion or ally?
Yes. As a chaotic-neutral cat-burglar she makes a natural rogue ally, contact, or reluctant heist partner for the party. Her bound hunting-cat Whiskers (AC 14, 66 HP, with Pounce, a claw attack, and a guard reaction) is built to run alongside her or as a standalone companion.
Is Felina Kyle a solo boss?
No — she is an add-on skirmisher, not a centerpiece. She lacks legendary actions and a true solo action-economy kit, so a four-PC party will out-act her. Run her with minions, traps, or beside a flagship boss whose targets she isolates with the lasso.
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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