Mesilyn
Mesilyn — The Encounter
Pincered Temptress of the Cities of Sin · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Mesilyn
Among the spirits that fed on the appetites of Sodom and Gomorrah, Mesilyn was reckoned the most patient. Where other fiends battered the gates of those doomed cities, she walked in through open doors, welcomed as a beautiful stranger. Scripture remembers the cities for their pride and their cruelty to the helpless; the grimoires that came after named the things that nursed those sins, and set Mesilyn high among them. Her two great pincers, folk said, were not weapons but appetites made flesh: one to seize the body, one to crush the will. She would charm a victim close with a tilt of her crest, take them in both claws, and squeeze until confession and life left together. When fire finally fell on the plain, the wise insisted no flame had reached her. She had already moved on, looking for the next city that mistook indulgence for freedom, and an open door.
Run Mesilyn in Sixty Seconds
- Open with Sinful Allure on the back-line caster or healer to drag them into pincer range before initiative settles into a wall.
- Grab two PCs at once — one per claw. While both are held she has advantage on them and they fight to escape DC 14, not to attack.
- Kill-priority is anything that ends a grapple: freedom of movement, misty step, dimension door. Take those targets first.
- Shear punishes the squirm — every time a grappled PC tries to break free or swings at her, she rakes them as a reaction.
- Three ways to run her: as a grappler-add peeling the party for a boss, as a charming ambusher who isolates one PC, or as a brood-mother fighting beside Scuttle and chitin spawn.
Mesilyn
Medium fiend (demon), chaotic evil
CR 6 · 2,300 XP · GUIDELINEPincer Vise. Mesilyn's two chitinous claws can each grapple a creature (escape DC 14). While she has a creature grappled, she has advantage on melee attacks against that creature, and a creature she is grappling can't be grappled by her other claw. She can hold two creatures at once, one in each pincer.
Magic Resistance. Mesilyn has advantage on saving throws against spells and other magical effects.
Sinful Allure. (Recharges after a Short or Long Rest.) As a bonus action, Mesilyn forces one creature she can see within 30 ft. to make a DC 14 Wisdom saving throw. On a failure, the creature is charmed until the end of its next turn and must use its movement to approach her by the safest route.
Actions
Multiattack. Mesilyn makes two Pincer attacks. If both hit the same creature, the target also takes 7 (2d6) poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.
Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) slashing damage, and the target is grappled (escape DC 14) if Mesilyn has a free pincer.
Talon Rake. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature grappled by Mesilyn. Hit: 13 (2d8 + 4) slashing damage.
Bonus Actions & Reactions
Shear. Reaction, when a creature grappled by Mesilyn tries to break free or attacks her. She makes one Talon Rake against that creature before it acts.
A lean she-demon of bruised violet and rose, crowned with a blood-red crest, dragging two great segmented claws like a scorpion wearing a courtesan's grin.
Mesilyn, Bound
Companion · acts on your initiative
Bound · GUIDELINEBurrow Ambush (signature). Mesilyn has a burrow speed of 20 ft. On the turn it surfaces within 5 ft. of a creature, that creature has disadvantage on the saving throw against its Venom Sting.
Actions
Venom Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target makes a DC 13 Constitution save or takes 7 (2d6) poison damage and is poisoned for 1 minute.
Reactions
Skitter. Reaction, when an enemy ends its turn within 5 ft.: Mesilyn moves up to half its speed without provoking opportunity attacks.
A dog-sized chitin scorpion that Mesilyn keeps coiled at her heel, fed on whatever her pincers leave behind.
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 charming the squishiest PC into the open, then grab them in a pincer and drag. If two melee PCs cluster, take one in each claw to lock them out of the fight. Pair her with skirmishers; at this tier her grapple alone can swing a low-level brawl.
Open with Sinful Allure on the caster or healer to pull them forward, then seize them with both pincers for the double-hit poison. Kill-priority is anything that grants escape (freedom of movement, dimension door). Run her as a grappler-add beside a heavier bruiser or a caster boss; she peels the party while the boss hits.
Lead with Allure, then lock two PCs in her pincers and use Shear every time they thrash. Focus whoever can break grapples or teleport allies free. At this tier she is a control-add, not a soloist: pair her with a bigger threat or a lair full of her chitin brood so the locked PCs can't be rescued cheaply.
Put Mesilyn 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 Mesilyn?
Her native build is CR 6 (2,300 XP), tuned for a party of levels 5-10. Tier panels scale her down to CR 2-ish for levels 1-4 and up to CR 11-ish for levels 11-15; the traits stay identical and only the numbers move.
Can Mesilyn be a companion or ally?
Yes, but she is a treacherous one. As a temptress-demon she makes a fine patron or pact-broker NPC who fights at the party's side until her appetite or a better deal turns her. Mechanically, run her as written and let the charm and grapple work on enemies instead of the party.
How do I keep her pincers from instantly locking down my whole party?
She can only hold two creatures at once, so spread out — don't let her catch two PCs in one Multiattack. Magic that ends grapples (freedom of movement, misty step) breaks her completely, and Shear only triggers on the held creature, so a third PC can hit her freely while she's busy squeezing.
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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