Shelebrimdor
Shelebrimdor — The Encounter
Golden-Haired Lord of the Fair Folk, Blade of Dawn · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Shelebrimdor
Among the fair folk of the elder forests, few names are spoken with the reverence given to Shelebrimdor. Born in the morning of the world when the trees still remembered the first dawn, he took up the saber against the shadow-things that crept from the deep places, and his blade learned to drink the light of the sun. The folk-tales say he could not be ambushed, for he moved as a leaf moves on the wind, never quite where the spear was aimed. When the dark hosts marched, it was Shelebrimdor who held the high passes, leaping from stone to stone, his golden brand carving the night into ribbons until the wraiths fled their own pale fires. He neither tires nor falters, and where he sets his feet the cold things will not pass. Mothers of the hidden vales still tell their children that if they are pure of heart and lost in the wood, a golden light may find them, and it will be him.
Run Shelebrimdor in Sixty Seconds
- Hold his radiant rider in mind — every Sunlit Blade hit is +2d6 radiant and his light burns anyone who melees him, so undead/fiend foes melt fast and so do clustered PCs.
- Open with Dawnpiercing Throw down the most clustered line for 6d6 radiant, then close the gap; recharge it (5-6) and fire again the moment two or more targets line up.
- Kill-priority is the back line — Graceful Step and Dancing Leap let him ignore the front rank and dive the healer or caster; opportunity attacks against him have disadvantage, so the party can't wall him out.
- When bloodied, lean on Deft Parry every round (+3 AC vs one hit) and kite with his 40-ft. speed; he should be slipperier, not braver.
- Three ways to run him: (1) elite duelist diving the squishies, (2) radiant counter to an undead/fiend horde he can also lead, or (3) honorable blade-master who challenges one PC to single combat while allies hold off the rest.
Shelebrimdor
Medium fey (elf), lawful good
CR 6 · 2,300 XP · GUIDELINEFey Ancestry. Shelebrimdor has advantage on saving throws against being charmed, and magic can't put him to sleep.
Sunlit Blade. Signature. Shelebrimdor's golden saber sheds bright light in a 15-foot radius and dim light for another 15 feet. While it glows, his weapon attacks deal an extra 7 (2d6) radiant damage (included below), and any creature that hits him with a melee attack while within that bright light takes 4 (1d8) radiant damage.
Graceful Step. Opportunity attacks against Shelebrimdor are made with disadvantage, and difficult terrain costs him no extra movement.
Actions
Multiattack. Shelebrimdor makes two Golden Saber attacks.
Golden Saber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) radiant damage.
Dawnpiercing Throw (Recharge 5-6). Shelebrimdor hurls a lance of golden light in a line 60 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much on a success. Creatures of fiendish or undead origin have disadvantage on this save.
Bonus Actions & Reactions
Dancing Leap (Bonus Action). Shelebrimdor moves up to half his speed without provoking opportunity attacks. If he ends this movement next to a creature, his next melee hit this turn deals an extra 4 (1d8) radiant damage.
Deft Parry (Reaction). When a creature he can see hits him with a melee attack, Shelebrimdor adds 3 to his AC against that attack, potentially causing it to miss.
Caught mid-leap from a shattered stump, hair streaming gold, the elf-lord's filigreed half-plate catches the light as his curved saber sweeps a blazing arc overhead. Every line of the pose is balance and lethal grace.
Shelebrimdor, Bound
Companion · acts on your initiative
Bound · GUIDELINEShield of the Vale (signature). While within 10 feet of Shelebrimdor, allies have advantage on saving throws against being frightened. Once per turn, when an ally within 5 feet is hit by an attack, Shelebrimdor can take 5 (1d10) of that damage instead.
Actions
Silver Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) radiant damage.
Reactions
Bound Defense. When Shelebrimdor would take damage and Shelebrimdor is within 5 feet, she can interpose, halving that damage and taking the other half herself.
A shieldmaiden of the same elder kin, sworn to guard the golden lord's flank so his blade may roam free.
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 Dawnpiercing Throw to soften a clustered line, then leap in via Dancing Leap and duel the squishiest caster. Use Deft Parry on the first big hit each round. Run him beside a heavier ally or a few minions so the party can't simply dogpile him.
Open with Dawnpiercing Throw down the densest column, then Dancing Leap into the back line and full-attack the kill-priority target (healer/caster) with Sunlit Blade radiant riders. Spend reactions on Deft Parry to outlast burst. He's a skirmisher, not an anchor: pair him with a bigger threat or pack of minions and let his mobility punish whoever the party turns away from.
Lead a lair fight as the elite blade beside a flagship boss: he isolates and shreds the party's controller while the bigger threat anchors the front. Recharge Dawnpiercing Throw to clear summons, Dancing Leap to keep out of reach, and Deft Parry the heaviest single hit. Never run him solo at this tier; he needs minions or a co-boss to share the action economy.
Put Shelebrimdor 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 Shelebrimdor?
His home build is CR 6 (2,300 XP), tuned for a level 5-10 party. The stat record also gives drop-in CR 2-ish (levels 1-4) and CR 11-ish (levels 11-15) versions — same traits and tactics, only the AC, HP, to-hit, and save DC shift to fit the table.
Can Shelebrimdor be a companion or ally?
Yes. He makes an excellent NPC ally or temporary party-member: a graceful, radiant-blade skirmisher who guards casters and shreds undead. As a guest hero, drop his attack count to one per round so he doesn't outshine the players, and let his Sunlit Blade light up a dark fight.
Is Shelebrimdor meant to fight a party alone?
No — he's an add-on, not a solo boss. He has no legendary actions and a single reaction, so a four-PC party will out-act him. Run him alongside a flagship adversary, a knot of minions, or his sworn companion Aelinwë so his mobility and radiant strikes actually threaten the table.
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 Shelebrimdor 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.
Log in to comment