Rael' Morr
Rael' Morr — The Encounter
Masked Reaver of the Borderland Warbands · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Rael' Morr
They call him Rael' Morr, the Masked Reaver, and the border villages learn his name in the dialect of smoke. Born to a warband that pillaged the marches of fallen kingdoms, he took the iron horned mask from a chieftain he split open, and has not removed it since; some swear it has fused to the bone beneath. He fights with a maul of bound skulls in one fist and a wide reaving cleaver in the other, and the longer a battle runs the wider his grin grows behind the steel, for each life he ends feeds the frenzy that drives him. He does not raid for gold so much as for the killing itself, gathering the desperate and the dispossessed into a host that follows him for fear and for plunder. Where his banner of bone passes, only ash and the carrion-birds remain, and the survivors carve his mask into their doorposts as a ward that never works.
Run Rael' Morr in Sixty Seconds
- Open aggressive Use Aggressive as a bonus action turn one to close on the back line, then Multiattack so the cleaver's no-healing rider lands before they can react.
- Kill-priority Go for healers and clerics first - the Reaving Cleaver shuts off their healing for a round, and the maul's prone-on-hit keeps them face-down.
- Chain the drops Every time someone hits 0 within reach, Reaper's Step lets him slide 10 ft and swing again free - position him so a kill always sets up the next.
- When bloodied By now he likely has frenzy stacks: temp HP and bonus damage are climbing, but attacks against him have advantage - the party should burst him down in this window or eat the spike.
- Three ways to run him (1) Solo bruiser pinning the back line, (2) warband captain with Gorehound and minions feeding frenzy, or (3) the muscle beside a caster boss who keeps him buffed and on target.
Rael' Morr
Medium humanoid (orc), chaotic evil
CR 6 · 2,300 XP · GUIDELINEAggressive. As a bonus action, Rael' Morr can move up to his speed toward a hostile creature he can see.
Reaver's Frenzy. Signature. The first time each turn Rael' Morr reduces a creature to 0 hit points or scores a critical hit with a melee attack, he gains a stack of frenzy (max 3). Each stack grants him +1 to melee damage rolls and 5 temporary hit points. While he has any frenzy stacks, attack rolls against him have advantage.
Brutal. A melee weapon attack scores a critical hit on a roll of 19 or 20 against a creature Rael' Morr can see.
Actions
Multiattack. Rael' Morr makes two attacks: one with his spiked maul and one with his reaving cleaver.
Spiked Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is Large or smaller it must succeed on a DC 15 Strength saving throw or be pushed 10 feet and knocked prone.
Reaving Cleaver. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it can't regain hit points until the start of Rael' Morr's next turn.
Bonus Actions & Reactions
Reaper's Step (Reaction). When a creature within 5 feet of Rael' Morr drops to 0 hit points, he can move up to 10 feet without provoking opportunity attacks and make one Spiked Maul attack against a different creature in reach.
A blue-skinned brute in a horned iron mask and patchwork plate, one hand dragging a skull-studded maul, the other a blood-slick cleaver. Trophy bones and scavenged steel rattle at every step.
Rael' Morr, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Fury (signature). Rael' Morr has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Savaging Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) piercing damage, and a Medium or smaller target must succeed on a DC 13 Strength saving throw or be knocked prone.
Reactions
Run Down. When a creature within 5 feet of Rael' Morr moves away, it can use its reaction to make one Savaging Bite against that creature.
A scarred war-beast on a chain of finger-bones, trained to flush the wounded toward its master's cleaver.
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 Aggressive to close on the squishiest target and lead with the maul to knock it prone. If foes cluster, use Reaper's Step the moment anyone drops to swing into a second body. Kill-priority is healers and casters - the cleaver's no-healing rider punishes them; pair him with a goblin or cultist mob, not as a lone threat.
Charge the back line turn one via Aggressive and Multiattack the same target to set up a prone knockdown plus the no-healing lock. Stack Reaver's Frenzy by finishing the wounded, accepting the advantage-against-him cost because his temp HP and damage spike fast. Pair him with Gorehound or a warband so frenzy keeps feeding; focus-fire to break him before stacks climb.
Run him as a warlord amid minions and a kill-field: Aggressive in, Multiattack to lock healing, then Reaper's Step to chain kills across the front. Let the lair and his pack soak actions while he hunts the most fragile PC. He is an add-on bruiser - pair him with a bigger spellcasting threat rather than fielding him solo against a high-tier party.
Put Rael' Morr 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 Rael' Morr?
His home build is CR 6 (2,300 XP) for a 5th-10th level party. Drop the numbers to the Tier 1 band for a CR 2-ish fight at levels 1-4, or raise them to the Tier 3 band for a CR 11-ish brawl at levels 11-15. Traits and actions stay identical across all three - only AC, HP, to-hit, and the save DC move.
Can Rael' Morr be a companion or ally?
He works better as a villain or rival warlord than a party member, but a chaotic group could recruit him as hired muscle. If allied, he leads from the front, charges the nearest enemy, and expects plunder; his Reaver's Frenzy makes him reckless, so allies should expect him to overextend toward whatever is dying.
How do I keep him from being a one-round speed bump?
Never field him truly alone - he has no ranged option and no legendary actions, so a four-PC party out-acts him. Give him minions or Gorehound to soak attacks and feed Reaver's Frenzy, use terrain so Aggressive lands him on a caster, and treat him as the muscle beside a bigger controlling threat.
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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