Riri
Riri — The Encounter
Frostblade Warmaiden of the Old Slavic Wilds · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Riri
In the grimoires of the northern boyars, Riri is named among the loyal champions sworn to the elder powers of the Slavic woods. Born of a hunting clan along the frozen marches, she took up the blade after the horned Todorci raided her village, and she learned to read the snow as a tracker reads a trail. It is said the spirits of the deep forest blessed her edge with the cold of midwinter, so that her steel bites colder than the killing frost and her footing never fails on river-ice. She fights beside Gerard of Lydia and the black witch Jennifer against the bagienniks and vukodlaks that haunt the bogs. Where the crystalline spears of winter burst from the earth, the old folk whisper, Riri has passed — and the monster she hunted will not see the thaw. She asks no songs, only that the wild be kept clean of things that should sleep.
Run Riri in Sixty Seconds
- What she is A fast martial striker built around mobility and a cold-slow lock — not a wizard, not a tank. She wants to leap, chase, and finish wounded targets.
- Open with Hurled Icebrand at the enemy backline to knock a caster prone, then Leaping Strike to be on top of it the same turn.
- Kill-priority Squishy casters and healers. Frostbitten Edge's 10-ft. slow plus her 40-ft. speed means nothing she marks gets away.
- When bloodied Lean on Riposte and Leaping Strike — bait melee, punish the miss, then bound to the next wounded target instead of trading blows in place.
- Three ways to run her (1) Skirmisher peeling for a flagship boss; (2) a heroic NPC ally who fights at the party's side; (3) a rival duelist who chases down fleeing PCs.
Riri
Medium humanoid (human), neutral good
CR 6 · 2,300 XP · GUIDELINEFrostbitten Edge. Riri's blade weeps a rime of black-forest frost. Her weapon attacks count as magical, and the first time she hits a creature on each of her turns it takes an extra 7 (2d6) cold damage and its speed is reduced by 10 ft. until the end of its next turn.
Wolfsblood Footing. Riri is hunting-bred and surefooted. She ignores difficult terrain made of ice, snow, or undergrowth, and opportunity attacks against her are made with disadvantage.
Actions
Multiattack. Riri makes two attacks with her frost greatsword.
Frost Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage plus 7 (2d6) cold damage.
Hurled Icebrand (Recharge 5-6). Riri rips a shard of battlefield ice and throws it. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 14 (4d6) cold damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone on a sheet of jagged ice.
Bonus Actions & Reactions
Leaping Strike (Bonus Action). Riri moves up to her speed without provoking opportunity attacks. If she ends within 5 ft. of a creature she has not yet hit this turn, she may make one Frost Greatsword attack against it.
Riposte (Reaction). When a creature within 5 ft. misses Riri with a melee attack, she makes one Frost Greatsword attack against it.
A lithe warmaiden leaps from a shattered crag of forest ice, twin-fisting a frost-veiled greatsword as crystalline spears erupt at her heels. She is the loyal blade of the old Slavic wilds, hunting horned terrors through snowbound pine.
Riri, Bound
Companion · acts on your initiative
Bound · GUIDELINESnowstalker (signature). Riri has advantage on attack rolls against any creature whose speed is reduced, and it cannot be tracked or surprised in snow or forest.
Actions
Rending Pounce. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage, and if Riri moved at least 15 ft. straight toward the target the creature must succeed on a DC 13 Strength save or be knocked prone.
Reactions
Guard the Maiden. When a creature within 5 ft. of Riri hits Riri, Riri makes a Rending Pounce attack against that creature.
A grey-pelted lynx that pads at Riri's heel, its breath frosting the air. It runs down whatever she wounds.
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 Hurled Icebrand to prone the squishiest caster, then Leaping Strike into melee. Slow your highest-damage threat with Frostbitten Edge so allies can pile on. Pair her with a low-tier boss as the fast flanker who shuts down enemy retreat.
Open with Hurled Icebrand on the backline, then Leaping Strike to reach it and lock it with Frostbitten Edge's slow. Kill-priority: enemy healers and ranged casters — she has the speed and Riposte to punish anyone who steps near her. Run her as a skirmisher alongside a tankier flagship; she peels and chases, the boss anchors.
Open by hurling Icebrand to prone a key target, then close with Leaping Strike and stack cold-slow with every hit. Use Riposte to make melee approaches costly. Do NOT run her solo — pair her with a bigger threat or a pack of horned minions, where she serves as the relentless harrier who finishes the wounded.
Put Riri 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 Riri?
Her home tier is CR 6 (Tier 2, levels 5-10): AC 16, 123 HP, +7 to hit, save DC 15. Scaled stat lines for Tier 1 (levels 1-4) and Tier 3 (levels 11-15) are in the tiers table — the traits and actions stay identical, only the numbers move.
Can Riri be a companion or ally?
Yes. She makes an excellent heroic NPC ally or a player-aligned champion — a fast frost-blade skirmisher who chases down fleeing enemies and locks them with cold-slow. Her own bound companion, Vetya the forest lynx, runs alongside her and guards her flank.
Is Riri a spellcaster?
No. Her frost is a martial gift of the forest spirits, not arcane casting — it lives in her blade and her thrown icebrand. Run her as a pure melee skirmisher with one ranged opener; she has no spell list and never needs concentration.
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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