OTHRA
OTHRA — The Encounter
Bound enforcer of the Yellow Sign, reforged for slaughter · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is OTHRA
Othra was a servant of the Yellow Sign before the combat rites took everything soft from him. Chosen for fervor rather than subtlety, he was led into the consecration chambers a worshipper and walked out an instrument — hesitation stripped away, obedience welded in its place. His plate is consecrated through blood; the greatblade he carries was bathed and re-bathed until its edge echoed the jagged geometry of the Sign itself. Where the unsubtle Rubeus are shaped for open butchery and the quieter Voren for the work between rites, Othra is the threshold-keeper: the one set at the door of a gathering to ensure no outsider crosses living. He does not see intruders as enemies. He sees them as offerings the ritual has not yet claimed. To stand against Othra is to learn that his faith does not waver, does not tire, and does not recognize the word retreat.
Run OTHRA in Sixty Seconds
- Hold the door. Othra is a gatekeeper bruiser, not a duelist — plant him in a chokepoint so the party has to come to him, and keep one or two cultists nearby to feed his Zealous Surge.
- Open with Crushing Shoulder. Lead by knocking the backline caster prone and pushing it off its allies, then Multiattack with the greatblade next turn.
- Mind the fear snowball. Every kill or crit triggers Consecrated Blade — once two PCs are frightened, his allies pile on with advantage, so the party must focus-fire him down quickly.
- When bloodied, he does not retreat (Reforged in Rite) — he marches toward whoever last dropped an ally and swings, so expect him to trade blows to the end.
- Three ways to run him: (1) lone elite blocking a ritual room at T1; (2) native squad-anchor beside a Yellow Sign priest at T2; (3) doorway tank for a bigger boss at T3.
OTHRA
Medium humanoid (cultist), lawful evil
CR 6 · 2,300 XP · GUIDELINEReforged in Rite. Othra cannot be charmed or frightened, and has advantage on saving throws against being stunned or knocked prone. The first time each turn a creature within 5 ft. would impose disadvantage on Othra's attacks, that effect is ignored.
Consecrated Blade. Signature. Othra's weapon is etched with the jagged geometry of the Yellow Sign. When Othra reduces a creature to 0 hit points or scores a critical hit, each enemy within 10 ft. must succeed on a DC 14 Wisdom save or be frightened of Othra until the end of its next turn (Othra's allies have advantage on attacks against frightened creatures).
Actions
Multiattack. Othra makes two Consecrated Greatblade attacks.
Consecrated Greatblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 5 (2d4) psychic damage.
Crushing Shoulder. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength save or be pushed 10 ft. and knocked prone.
Bonus Actions & Reactions
Zealous Surge. Reaction. When an enemy Othra can see reduces an allied cultist to 0 hit points, Othra moves up to its speed toward that enemy without provoking opportunity attacks and may make one Consecrated Greatblade attack if it ends within reach.
A towering figure sheathed in ritual-blackened plate, fur-draped pauldron and horned, topknotted helm bowed forward, both gauntlets locked around a jagged consecrated blade. Othra is a believer who crossed from service into slaughter.
OTHRA, Bound
Companion · acts on your initiative
Bound · GUIDELINEQuiet Devotion (signature). OTHRA has advantage on Stealth checks made to move toward a creature it has not yet attacked, and its first hit against such a creature each combat deals an extra 7 (2d6) psychic damage.
Actions
Ritual Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) piercing damage plus 5 (2d4) psychic damage.
Reactions
Offered in Kind. When an ally within 10 ft. is hit by a melee attack, OTHRA can step between them and take half the damage, then teleport up to 15 ft. as the Sign carries it.
A lean, hooded enforcer who walks where Othra stands — the blade that finishes what the wall begins.
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.
Run Othra as a single elite gatekeeper the party must break through. Open by charging the squishiest backliner with Crushing Shoulder to knock it prone, then carve with the greatblade. At this tier his fear aura snowballs fast — kill him before two PCs are frightened. Pair with one or two cultist minions, never alone in an empty room.
Open by shouldering into the cluster around the healer and dropping a body — the kill triggers Consecrated Blade and frightens everyone nearby. Then Multiattack the most dangerous striker. Kill-priority for the party is the squad's casters first, but Othra wades to whoever just felled an ally via Zealous Surge. Best deployed as the muscle guarding a ritual chamber alongside cultist adepts or a Yellow Sign priest who buffs from the back.
At this tier Othra is a frontline anchor, not the centerpiece — pair him with a bigger threat (a Yellow Sign hierophant or a summoned fiend) and let him hold the doorway. Open by isolating one PC against a wall with Crushing Shoulder, then Multiattack to force the fear save. With minions and a lair around him he soaks attention while the real boss casts; never field him solo against a party this strong.
Put OTHRA 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 OTHRA?
Othra's home stat block is CR 6 (2,300 XP), tuned for Tier 2 parties of levels 5-10. The record also provides scaled-down (Tier 1, ~CR 2) and scaled-up (Tier 3, ~CR 11) versions using the same traits and actions with only the numbers shifted.
Can OTHRA be a companion or ally?
As written Othra is a fanatical cult enforcer adversary, but a defected or coerced Othra makes a brutal frontline ally. The bundled companion, Voren, Bound, is a leaner stealth-striker built to pair with him at roughly 0.6x his durability.
Is Othra a solo boss?
No. He has no legendary actions and only one reaction, so a four-PC party out-acts him. Run him as an add-on bruiser guarding a ritual site alongside cultist minions or a spellcasting priest, not as a standalone centerpiece.
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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