Ravynna
Ravynna — The Encounter
Twin-Flail Duelist of the Burning Cities · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Ravynna
They say she walked out of the burning cities of the plain when the fire fell, the only soul who would not look back and would not kneel. Ravynna took no oath and begged no mercy; she took up a twin-headed flail from a fallen temple guard and made of it a wheel of ruin. Where she sets her feet, two spiked stars orbit her in tireless arcs, and the ground before her becomes a place men do not willingly enter. She remembers the cities not with grief but with contempt, holding that any power which demands worship at the price of a city's life is no power worth fearing. So she sells her arm to whatever banner will let her break something proud, and asks only that the fight be worth the swing. Captains prize her for holding a breach alone; few prize her loyalty, for she keeps none.
Run Ravynna in Sixty Seconds
- Reach first. Her flail hits at 10 ft. and she gets opportunity attacks on creatures ENTERING that reach — zone off the space before the party even closes.
- Open with movement. Charge 15+ ft. so the first hit triggers Whirling Momentum: extra 2d6 and a prone save. Pick the target you most want flat on its back.
- Kill-priority: reaction users. A flail hit locks a target out of reactions — shut down the Battlemaster, the Hexblade, the Sentinel before they punish you.
- When bloodied, use Duelist's Step. The moment a melee PC connects, slide half her speed away for free and reset the 10-ft. gap so they have to spend movement again.
- Three ways to run her: a breach-holding duelist who fights solo at the front, a champion bodyguard beside a flagship boss, or a fast flanker with Cinder charging anyone who rushes her.
Ravynna
Medium humanoid (human), chaotic neutral
CR 6 · 2,300 XP · GUIDELINEReach of the Twin Heads. Ravynna's twin-headed flail has reach. She can make opportunity attacks against creatures that enter the 10-foot reach of the weapon, not only those that leave it.
Whirling Momentum. If Ravynna moves at least 15 feet on her turn before attacking, the first flail attack that hits this turn deals an extra 7 (2d6) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Multiattack. Ravynna makes two attacks with her twin-headed flail.
Twin-Headed Flail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, and the target cannot take reactions until the start of its next turn.
Spiked Backswing (Recharge 5-6). Ravynna spins the flail in a wide arc. Each creature within 10 feet must make a DC 14 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much on a success. Creatures that fail are pushed 5 feet away from her.
Bonus Actions & Reactions
Duelist's Step (Reaction). When a creature Ravynna can see hits her with a melee attack, she can move up to half her speed without provoking opportunity attacks from that creature.
Lean and pitiless, Ravynna fights with a long-hafted flail crowned by two spiked heads, sweeping them in scything arcs that keep a whole front rank at bay.
Ravynna, Bound
Companion · acts on your initiative
Bound · GUIDELINEAsh-Scarred Hide (signature). Ravynna has resistance to fire damage and advantage on saving throws against being frightened.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, and if the target is Large or smaller it must succeed on a DC 14 Strength save or be knocked prone.
Reactions
Charging Guard. When an enemy moves within 10 feet of Ravynna, Ravynna can use its reaction to move up to its speed toward that enemy and make a Gore attack if it ends within reach.
A scarred war-beast that followed Ravynna out of the ash and never left her flank.
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 a moving charge to trigger Whirling Momentum and knock the front-line PC prone. Use the 10-ft. reach to punish anyone closing in, and back off with Duelist's Step the moment she is hit. Pair her with a few skirmishers and a bigger threat so the party can't gang her down.
Open against a clustered party with Spiked Backswing, then close on the squishiest caster using Whirling Momentum to prone them. Kill-priority is anyone who relies on reactions — her flail shuts those off on a hit. When bloodied, lean on Duelist's Step to peel away and reset reach. Best run as a champion guarding a flagship boss or holding a breach with minions.
Lead a lair fight: she patrols the choke while a heavier boss works the back rank. Spiked Backswing every recharge to keep melee PCs off her, kill-priority the reaction-dependent fighters, and use Whirling Momentum on movers to scatter formation. Do not run her solo here — pair her with a bigger threat or a wave of minions so her reach actually matters.
Put Ravynna 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 Ravynna?
Her home tier is CR 6 (2,300 XP), built for level 5–10 parties. Scaled tactics and numbers for tiers 1 and 3 are provided so you can drop her into a level 1–4 or level 11–15 game without rebuilding her.
Can Ravynna be a companion or ally?
Yes. She is a mercenary who keeps no banner, so she swings to whoever offers the better fight. Run her as a hired duelist guarding a breach or escorting the party, using her reach and Duelist's Step to hold a flank. Her bonded war-beast Cinder makes her a ready-made pair.
How do I keep her from getting swarmed and dropped?
Lean on her kit: 10-ft. reach plus the enter-the-reach opportunity attack lets her tax everyone who closes, and Duelist's Step pulls her out of a melee scrum for free. Most importantly, do not run her alone against a full party — give her minions or a bigger threat so her action economy holds up.
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
Played Ravynna at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
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