Jhaelor
Jhaelor — The Encounter
Panther-Souled Monk Before Whom Time Hesitates · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Jhaelor
Among the Lyrians it is said Jhaelor learned his art not from a master but from the space between heartbeats. When he moves, time hesitates: combatants swear they saw his strike land an instant before he lifted his hand, and the wounded recall the blow only after they have fallen. He keeps no blade, for he holds that a weapon is a confession of doubt, and Jhaelor has none. Wrapped in gold at throat and waist as a vow against haste, he walks slowly through the world precisely because he can cross it in a breath. Those who hunt him speak of a black shape that is never quite where the eye fixes, of doors closing that were never opened, of a palm laid almost gently against the chest a moment before the heart forgets its rhythm. He answers challenge, not insult, and offers every foe the courtesy of a single bow before the world stutters and they are already on the ground.
Run Jhaelor in Sixty Seconds
- He goes first. Advantage on initiative plus 50 ft. speed means Jhaelor acts before the party and reaches anyone he wants on turn one.
- Kill-priority is the back line. His whole job is to ignore the frontline tank and delete the caster or healer with Staggering Palm (DC 15, stun).
- Open with Staggering Palm the first turn it is charged on the deadliest spellcaster, then chip with three unarmed strikes after.
- Punish ranged attacks. Deflect Missile eats one ranged hit per round and can fling it back, so make archers think twice.
- Three ways to run him: a darting duelist who bows then blurs; a back-line assassin paired with a bigger boss; or a lair guardian who herds intruders along walls and ceilings.
Jhaelor
Medium humanoid (beast-folk), lawful neutral
CR 6 · 2,300 XP · GUIDELINETime Hesitates. Signature. Jhaelor's reflexes seem to outpace the moment itself. He has advantage on initiative rolls, and the first attack roll made against him at the start of each combat has disadvantage as the world catches up to him.
Unarmored Movement. While he wears no armor and wields no weapon, Jhaelor's speed increases (already included) and difficult terrain does not slow his dash. He can run along vertical surfaces and across liquids on his turn without falling.
Evasion. When subjected to an effect that allows a Dexterity save for half damage, Jhaelor instead takes no damage on a success and half on a failure.
Actions
Multiattack. Jhaelor makes three unarmed strikes. If two hit the same target, he may use Staggering Palm against it as part of this action.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+5) bludgeoning damage, or 14 (2d8+5) slashing damage if he chooses to rake with his claws.
Staggering Palm (Recharge 5-6). Jhaelor channels a focused strike into a single creature within 5 ft. The target must succeed on a DC 15 Constitution saving throw or take 18 (4d6+4) force damage and be stunned until the end of Jhaelor's next turn. On a success it takes half damage and is not stunned.
Bonus Actions & Reactions
Step of the Wind (Bonus Action). Jhaelor takes the Dash or Disengage action. His jump distance doubles until the end of the turn.
Deflect Missile (Reaction). When hit by a ranged weapon attack, Jhaelor reduces the damage by 15 (1d10+10). If this reduces the damage to 0, he may immediately make one unarmed strike against a creature within 5 ft. or hurl the caught projectile (+7 to hit, range 20/60 ft.).
A lean panther in a martial artist's stance, fur black as a closed eye, bound only in gold sash and throat-wrappings, hands open and weaponless because they are the weapon. He stands mid-motion, as if the air around him has not yet decided he has moved.
Jhaelor, Bound
Companion · acts on your initiative
Bound · GUIDELINEEcho Step (signature). Jhaelor, a shadowy lesser kin who trains at Jhaelor's side, can teleport up to 30 ft. to an unoccupied space it can see as part of its move, leaving a faint after-image that grants it advantage on its next attack.
Actions
Twin Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage, and the target's speed is reduced by 10 ft. until the start of its next turn.
Reactions
Borrowed Moment. When an ally within 10 ft. is hit by an attack, Jhaelor may move up to its speed without provoking opportunity attacks and impose disadvantage on that attack roll.
A smaller, half-seen feline that moves where Jhaelor only looks, said to be the breath he refuses to take in a hurry.
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 past the front line to reach a caster or archer, then strike with claws. If foes cluster, pick the softest target and use Staggering Palm to remove it from a round. Pair him with a heavier bruiser; he is a skirmishing add-on, not the wall.
Win initiative (you usually will), Step of the Wind into the back line, and Staggering Palm the deadliest spellcaster turn one to stun-lock it. Kill-priority is always casters and healers; let his speed ignore the party's frontline. Deflect Missile makes ranged parties miserable, so make them choose between hitting him and protecting the squishy.
Run him alongside a bigger flagship threat or a lair full of minions; he is the assassin that punishes the back line while the boss anchors the front. Open on whoever the party leans on, stun it with Staggering Palm, and use his speed to never be where the heavy hitters can reach. Do not run him solo against a Tier 3 party; pair him with a larger boss.
Put Jhaelor 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 Jhaelor?
At his native tier he is CR 6 (2,300 XP), built for a party of levels 5-10. The Tier 1 and Tier 3 columns rescale the same traits down to roughly CR 2 or up to roughly CR 11 without changing how he plays.
Can Jhaelor be a companion or ally?
Yes. As a disciplined lawful-neutral monk he answers challenge rather than insult, so a party that earns his bow can field him as a fast-strike ally, with Veyl, the Held Breath, fighting at his side.
Is Jhaelor a solo boss?
No. He has no legendary actions and is an action-economy skirmisher, so a full party will out-act him alone. Run him as an assassin add-on paired with a larger flagship threat or a minion-filled lair.
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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