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Home Catalog Fantasy Heroes & Champions Ravynna
Ravynna — Fantasy Heroes & Champions STL miniature by Clay Cyanide

Ravynna

Fantasy Heroes & Champions
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community236 views · 6 likes

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

Ravynna

Medium humanoid (human), chaotic neutral

CR 6 · 2,300 XP · GUIDELINE
AC 16 (breastplate and shifting footwork) HP 114 (12d8+60) Speed 40 ft.
STR18+4
DEX16+3
CON16+3
INT11+0
WIS13+1
CHA14+2
SavesStr +7, Con +6
SkillsAcrobatics +6, Athletics +7, Intimidation +5
Sensespassive Perception 11
LanguagesCommon

Reach 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 · GUIDELINE
AC 14 HP 68 (scaled ×0.6) Speed 40 ft.
STR18+4
DEX16+3
CON16+3
INT11+0
WIS13+1
CHA14+2

Ash-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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d8+24 (60) To-hit+4Save DC12

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.

Tier 2Levels 5-10 · NATIVE
AC16HP12d8+60 (114) To-hit+7Save DC14

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.

Tier 3Levels 11-15 · GUIDELINE
AC18HP20d8+100 (190) To-hit+9Save DC16

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

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

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.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included