Malachite Rapture
Malachite Rapture — The Encounter
Six-armed seducer of the doomed cities, blades of ecstasy · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Malachite Rapture
Among the spirits said to have walked the streets of the doomed cities of the plain, none was so adored as the one the grimoires name Malachite Rapture. It came not with fire but with longing, six arms spread in welcome, a third eye that saw every secret hunger of those it met. Where it passed, men and women abandoned their labors and their oaths to follow, drunk on a joy that asked nothing and promised everything. The angels who came to weigh those cities are said to have found this spirit dancing still amid the ruin, blades crossed above its crowned head, smiling as the salt-rain fell. It cannot be slain by sword alone, for it tastes the wielder's desire and turns the blade aside; only one who wants nothing from it may strike true. Conjurers seek it for the secrets of every heart, and bind it at their peril, for the longing it leaves behind outlasts the binding.
Run Malachite Rapture in Sixty Seconds
- Open with Aura of Rapture (or Veil of Bliss) before swinging — a party fighting at disadvantage against everyone but the boss is the whole point.
- Kill-priority: Beckon the enemy healer or caster out of the back line, then dump Multiattack into them. It teleports to them; it does not stand and trade.
- When bloodied, stop tanking — use Ecstatic Recoil on every incoming hit to halve damage and blink 30 ft. away, then spend legendary Sweep of Blades to keep pressure up.
- Three ways to run it: (1) solo seducer-boss at Tier 2 with its full legendary kit; (2) cult high priest leading charmed thralls; (3) strip legendaries and use it as an elite captain beside a flagship fiend.
- Remember truesight 60 ft. and immunity to charmed/poisoned — invisibility and your own enchantments won't save the party, and it never falls for its own game.
Malachite Rapture
Medium fiend, neutral evil
CR 9 · 5,000 XP · GUIDELINESix-Armed Defense. Malachite Rapture wields a blade in each of its many hands and cannot be surprised while conscious. It can take the Disengage or Dodge action as a bonus action on each of its turns.
Aura of Rapture. Signature. A creature that starts its turn within 15 feet of Malachite Rapture must succeed on a DC 15 Wisdom saving throw or be overcome with blissful longing: until the start of its next turn it has disadvantage on attack rolls against any creature other than Malachite Rapture. A creature that succeeds is immune to this aura for 24 hours.
Magic Resistance. Malachite Rapture has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Malachite Rapture makes three Malachite Scimitar attacks. It can replace one of these with a use of Rapturous Touch.
Malachite Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) psychic damage.
Rapturous Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d8+3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be incapacitated with euphoria until the end of its next turn.
Bonus Actions & Reactions
Ecstatic Recoil. Reaction. When a creature Malachite Rapture can see hits it with an attack, it can twist with serpentine grace, halving the damage taken and then teleporting up to 30 feet to an unoccupied space it can see.
Legendary Actions (3/Round)
Sweep of Blades. Malachite Rapture makes one Malachite Scimitar attack.
Beckon (Costs 2 Actions). Malachite Rapture targets one creature it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or use its reaction to move up to its speed toward Malachite Rapture by the most direct route, ending no closer than 5 feet from it.
Veil of Bliss (Costs 2 Actions). Malachite Rapture renews its Aura of Rapture, forcing each creature within 15 feet to immediately make the DC 15 Wisdom save against it as if at the start of its turn.
A six-armed beauty of malachite-blue flesh and gold, a third eye burning in its brow and twin curved blades crossed above its crown. Its rose-pink cape pools like spilled wine as it advances on dancing feet.
Malachite Rapture, Bound
Companion · acts on your initiative
Bound · GUIDELINEShared Rapture (signature). While within 30 feet of Malachite Rapture, the acolyte has advantage on saving throws against being charmed or frightened, and any creature that hits the acolyte with a melee attack takes 5 (2d4) psychic damage.
Actions
Ecstatic Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage plus 5 (2d4) psychic damage.
Reactions
Devoted Interposition. When a creature within 5 feet hits Malachite Rapture with an attack, the acolyte can step in and become the target instead, taking the damage in its place.
A salt-pale worshipper who gave up name and will to follow the rapture, dagger in hand and eyes glazed with bliss.
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 the Aura forcing a save so the party fights distracted, then carve with two scimitar swings. Beckon a squishy caster out of formation and gang it. Strip its legendary kit if you want a fairer fight for low levels and run it as a captain alongside cultist minions.
This is its home tier and a true solo boss. Open with Veil of Bliss to blanket the front line, then Multiattack the healer; use Ecstatic Recoil to skate away from the fighter every round and Beckon to peel a ranged PC into the melee. When bloodied, lean on legendary Sweep of Blades to keep the action economy in your favor.
Pair it with a bigger threat or a temple full of charmed thralls rather than fronting the fight alone at this tier. Use Beckon and the Aura to scatter the party's focus, then collapse three Rapturous Touches onto whoever broke free. Save reactions to recoil away from burst nukers.
Put Malachite Rapture 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 Malachite Rapture?
Native CR 9 (5,000 XP) at Tier 2 — a genuine solo boss for a party of 5th-10th level. Drop it to CR ~3 stats for Tier 1 or push it to CR ~13 for Tier 3 using the tier table; traits and tactics stay identical, only the numbers move.
Can Malachite Rapture be a companion or ally?
As written it is a neutral evil fiend boss, but the bundled Salt-Kissed Acolyte (AC 14, 68 HP) is built to run as its bound companion or as a player-side ally — it shields its master, punishes attackers with psychic backlash, and can interpose to take a hit.
Why is its damage partly psychic instead of pure slashing?
The aura and blades deal in longing as much as steel — the psychic rider and the euphoria save reflect a spirit that wounds the mind and will, not just the body, so resistances to slashing alone won't keep a character safe from it.
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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