Regolas
Regolas — The Encounter
The Keen-Eyed Archer of the Greenwood, Loosing Death on the Wind · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Regolas
Among the fair folk of the great greenwood there is told the tale of an archer whose eye no shadow could deceive. The elder lays name him a prince of the woodland realm, sent forth in fellowship against a rising dark, and say that he could number the foe upon a far hill before lesser folk marked any movement at all. His bow was carven of living wood and graven with leaf and rune, and the arrows he loosed found heart and eye across distances no mortal hand could span. He walked atop fresh snow without sinking and ran the length of a marching column to count its banners ere it knew it was watched. Where the line of battle grew desperate, he stood upon some rampart or root and rained shafts until quivers ran dry, laughing the cold bright laughter of the deathless folk. Folklore holds that such elven marksmen, kin to the Sylvan court, never tire and never grieve as men do, only sing.
Run Regolas in Sixty Seconds
- Glass cannon Regolas is pure offense with no defensive tricks. Keep him at range, behind cover or minions, and he shreds; let the party reach him and he drops fast.
- Open with a long-range shot on whoever has the fewest HP, then use Quick Draw as a bonus action every single turn for a fourth attack.
- Kill-priority point him at enemy casters and healers. Sharpshooter ignores half and three-quarters cover, so hiding behind allies doesn't save them.
- When bunched hold Volley for the moment three or more foes cluster; it hits everyone within 10 ft. of a point for 5d8 with no attack roll.
- Three ways to run him a lone forest sniper harrying from the canopy; a fire-support add-on beside a melee boss; or a paired-hero ambush with the Hound driving prey into his line of fire.
Regolas
Medium humanoid (elf), neutral good
CR 6 · 2,300 XP · GUIDELINEFey Ancestry. Regolas has advantage on saving throws against being charmed, and magic can't put him to sleep.
Sharpshooter. Signature. Regolas's ranged weapon attacks ignore half cover and three-quarters cover, and his ranged attacks against a target within 30 ft. of him score a critical hit on a roll of 19 or 20. Long range imposes no penalty on his ranged attacks.
Actions
Multiattack. Regolas makes three Longbow attacks, or two Longbow attacks and one Twin Knives attack.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 13 (1d8+5 piercing plus 1d8 piercing from a true-aimed shaft) piercing damage.
Twin Knives. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4+5 slashing) slashing damage. If both of his bonus actions are unused, he may strike twice.
Volley (Recharge 5-6). Regolas looses a fan of arrows. Each creature of his choice within 10 ft. of a point he can see within range 150 ft. must make a DC 15 Dexterity saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much on a success.
Bonus Actions & Reactions
Quick Draw (Bonus Action). Regolas makes one Longbow attack against a creature he hasn't yet attacked this turn.
Deadeye Riposte (Reaction). When a creature Regolas can see within 150 ft. attacks him or a creature within 5 ft. of him, he makes one Longbow attack against the attacker.
A lithe woodland archer, fair-haired and clad in greens and supple leather, captured mid-loose with an ornate longbow bent and a true arrow already singing from the string. He moves like wind through the trees and never seems to miss.
Regolas, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Flanker (signature). The hound has advantage on attack rolls against a creature if at least one of the archer's allies is within 5 ft. of the creature and not incapacitated.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4 piercing) piercing damage, and the target must succeed on a DC 13 Strength save or be knocked prone.
Reactions
Run Down. When a creature within 10 ft. of the hound stands up from prone or uses the Disengage action, the hound moves up to its speed toward that creature without provoking opportunity attacks.
A great lean hunting hound that pads at the archer's heel, driving foes into the open where his arrows wait.
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 from maximum range with Quick Draw before the party closes, then Multiattack the squishiest caster. If foes cluster, hold Volley for the moment they bunch behind cover (Sharpshooter ignores it). Keep him on a ledge or behind allies; he is a glass cannon who folds in melee, so pair him with a frontline brute.
Open by spotting and nuking the lowest-HP threat at long range, then spend the bonus action on Quick Draw every turn. Kill-priority: enemy healers and casters first, since Sharpshooter punches through their cover. Use Deadeye Riposte to tax anyone who charges him; if three or more enemies cluster, fire Volley. Run him with melee minions or a lair so the party can't simply rush the archer.
Position him atop the highest perch in the lair and let him snipe across the whole map, opening on the most dangerous single target. Recharge Volley becomes a clustered-party wrecker; save Deadeye Riposte to punish the first melee that reaches him. He has no defensive kit of his own, so deploy him alongside a bigger boss and a wall of minions rather than as the centerpiece.
Put Regolas 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 Regolas?
He is built at CR 6 (2,300 XP) on his native Tier 2 sheet, tuned for a 5th-to-10th-level party. The Tier 1 and Tier 3 columns rescale his AC, HP, to-hit, and save DC so you can drop him into a level 1-4 or level 11-15 fight without rewriting his traits.
Can Regolas be a companion or ally?
Yes. As a noble woodland archer he makes a natural ranged ally or guide for a good-aligned party, providing covering fire from the rear while the heroes hold the line. The included Hound of the Greenwood can travel with him or be granted to a player as a loyal beast companion.
Is Regolas a solo boss?
No. He has lethal ranged output but no legendary actions and no way to survive being swarmed, so a full party will out-act and overrun him alone. Run him as an add-on beside a tougher centerpiece, with minions or terrain keeping the heroes off his perch.
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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