Shero Beastmaster
Shero Beastmaster — The Encounter
Scaled warden who breaks wild drakes to the lance · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Shero Beastmaster
They are not born in the saddle but broken to it, the beast-wardens of the Dragonblood highlands, who go up alone into the spires where drakes nest and come down weeks later astride a tamed terror. Shero is reckoned the foremost of these, scale-skinned from a lineage that drank too deeply of dragon-marrow, fluent in the snarls and clickings the lesser drakes use among themselves. The lance she carries is barbed by design: a thing meant to hold, not merely to pierce, so that a fleeing rider or a charging beast is dragged down and pinned. War-leaders of the clans court her, for a single drake-rider can turn a flank that ten foot soldiers cannot. Yet she keeps no master long. When the fighting is done she rides back to the high crags, the drake beneath her, and the wardens say she answers only to the old pact between her blood and the beasts.
Run Shero Beastmaster in Sixty Seconds
- She is a mounted harrier, not a tank. Keep Shero moving every round; if she ends a turn stationary you're playing her wrong.
- Open with a 20-foot charge. Lance Charge adds 2d8 and forces a prone save, then the drake's Pounce can prone-lock the same target.
- Kill-priority is the enemy caster or healer. Barbed Spear's embedded barb cuts their speed so they can't escape the drake's jaws.
- When bloodied, peel off and skirmish. Use Hurled Spear and Wheeling Guard from range rather than trading blows; she wants to outlast, not brawl.
- Three ways to run her: as a flanking add-on beside a flagship boss; as the leader of a drake-rider warband; or dismounted (drop the drake) for a slower, grounded duelist.
Shero Beastmaster
Medium humanoid (reptilian), neutral
CR 6 · 2,300 XP · GUIDELINEBonded Drake. The beastmaster fights from the back of a trained drake (see the bound companion). While mounted, the beastmaster cannot be knocked prone and gains a +30 ft. effective move when the drake acts. If the drake is reduced to 0 hit points, the beastmaster is dismounted but suffers no fall damage.
Lance Charge. Signature. If the beastmaster (or its mount) moves at least 20 feet straight toward a target before a spear attack, that attack deals an extra 9 (2d8) piercing damage, and a Large or smaller target must succeed on a DC 14 Strength saving throw or be knocked prone.
Beast Speech. The beastmaster can communicate simple ideas to beasts and dragons of CR 2 or lower; such creatures will not willingly attack it unless magically compelled or attacked first.
Actions
Multiattack. The beastmaster makes two attacks with its barbed spear.
Barbed Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 3) piercing damage. On a hit, the beastmaster can choose to leave a barb embedded; while embedded the target's speed is reduced by 10 feet until it or an ally uses an action to pull the barb free (1d6 piercing damage).
Hurled Spear. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
Bonus Actions & Reactions
Goad the Drake. Bonus Action. The beastmaster commands its bonded drake to take the Attack, Dash, or Disengage action.
Wheeling Guard. Reaction, when a creature it can see ends its move within 10 feet: the beastmaster makes one barbed spear attack against that creature.
A scaled warrior in banded mail rears atop a barbed drake, banner-spear and sheathed sword raised, the beast's jaws snapping at any who close on its master. Where Shero rides, the wild things of the highlands answer.
Shero Beastmaster, Bound
Companion · acts on your initiative
Bound · GUIDELINEPounce (signature). If the drake moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If prone, the drake can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Reactions
Snapping Defense. When a creature within 5 feet hits the drake's rider with an attack, the drake makes one claw attack (+6 to hit, 9 (2d6 + 3) slashing) against that creature.
A barb-tailed highland drake, jaws agape, that knows its rider's knees better than any rein.
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 by charging the squishiest backliner so Lance Charge knocks it prone, then have the drake Pounce to keep it down. Kill-priority is the party's healer. Pair Shero with a flagship boss or a unit of foot soldiers so her mobility flanks while the heavy threat anchors the line.
Open with a 20-ft. charge for Lance Charge plus the drake's Pounce to prone-lock one target, then Goad the Drake (bonus) so it bites the prone victim. Use Wheeling Guard to punish anyone who closes; never sit still. Kill-priority is the enemy caster. She is a flanking add-on, not a centerpiece, so run her alongside a bigger threat or a warband and let her harry the edges.
Charge, prone the priority target, and embed barbs to glue it in place while the drake savages it. Cycle Goad the Drake and Wheeling Guard every round so the action economy stays hostile. Kill-priority remains the caster; pair her with a lair or a flagship dragon-rider boss so the party can't ignore the harrier without bleeding.
Put Shero Beastmaster 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 Shero Beastmaster?
Her home stat block is CR 6 (2,300 XP), tuned for a tier-2 party of levels 5-10. Scale the AC, HP, to-hit, and save DC to the tier-1 or tier-3 column on her sheet to drop her into a different party; the traits and tactics never change.
Can Shero Beastmaster be a companion or ally?
Yes. As a beast-warden she has no fixed loyalty and will ride for any war-leader she respects, making her a natural ally NPC, a mounted hireling, or a player's bonded-drake mentor. Her Bonded Drake travels with her as a built-in companion creature.
Is she a solo boss?
No. Shero is a flanking add-on with strong mobility but no legendary actions, so a four-player party will out-act her if she fights alone. Pair her with a flagship boss, a lair, or a warband of foot soldiers and let her harry the flanks.
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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