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

Talrynn

Fantasy Heroes & Champions
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community126 views · 7 likes

Talrynn — The Encounter

Pantherfolk wanderer who walks the spaces between echoes · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Talrynn

Of Talrynn it is written that his path winds between echoes, and that no door closes fast enough to keep him on one side of it. He was born to the wandering catfolk who keep no city and bury no dead in the same ground twice, and from them he learned that a step taken correctly is also a step un-taken. He carries no weapon because he is the weapon: a discipline of breath and pressure-points passed hand to hand down a line older than the kingdoms that fear it. Those who have fought him speak of striking only the after-image, of palms that find the lung and the heartbeat without effort, of a man who is gone the instant your eyes confirm he was there. He kills rarely and reluctantly. More often he simply ends the fight, leaving his foe stunned and breathless on the stones, and is three streets away before they think to rise.

Run Talrynn in Sixty Seconds

Talrynn

Medium humanoid (catfolk), neutral good

CR 6 · 2,300 XP · GUIDELINE
AC 16 (unarmored defense, wraps and reflexes) HP 120 (16d8+48) Speed 40 ft.
STR14+2
DEX18+4
CON16+3
INT12+1
WIS17+3
CHA13+1
SavesDex +7, Wis +6
SkillsAcrobatics +7, Athletics +5, Perception +6, Stealth +7
Sensesdarkvision 60 ft., passive Perception 16
LanguagesCommon, one other

Unarmored Defense. While Talrynn wears no armor and wields no shield, his AC includes his Wisdom modifier (already factored above).

Evasion. When Talrynn is subjected to an effect that allows a Dexterity saving throw to take half damage, he instead takes no damage on a success and half on a failure.

Echo-Step. Signature. When Talrynn ends his turn within 10 feet of where he began it, the air keeps a faint after-image of him. Until the start of his next turn, the first attack roll against him each turn that hits is treated as a miss as he slips into the echo of his own movement.

Actions

Multiattack. Talrynn makes three Unarmed Strikes, or two Unarmed Strikes and uses Stunning Palm.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Stunning Palm. Talrynn strikes a pressure point. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of Talrynn's next turn.

Bonus Actions & Reactions

Flurry (Bonus Action). After making a Multiattack, Talrynn makes one additional Unarmed Strike.

Deflect Blow (Reaction). When hit by a melee attack, Talrynn reduces the damage by 1d10 + 7. If this reduces the damage to 0 and the attacker is within 5 feet, he may make one Unarmed Strike against it.

A lean pantherfolk caught mid-stance, one fist cocked and one palm open, balanced on cobblestones as if on water. No blade, no armor, only wrapped hands and a frayed sash that never quite stops moving.

Talrynn, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 72 (scaled ×0.6) Speed 40 ft.
STR14+2
DEX18+4
CON16+3
INT12+1
WIS17+3
CHA13+1

Twin Rhythm (signature). While within 10 feet of Talrynn, Talrynn has advantage on attack rolls against any creature Talrynn hit since the start of her last turn.

Actions

Striking Cane. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage, and the target's speed is reduced by 10 ft. until the end of its next turn.

Reactions

Mirror Guard. When Talrynn is hit by an attack while within 10 feet, Talrynn may reduce the damage by 1d8 as the two move as one.

His training-sister, ever a half-beat behind him, finishing the strikes he leaves open.

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+16 (52) To-hit+4Save DC12

Open by closing distance with his 40 ft. speed and leading on the squishiest caster, not the front-liner. Use Stunning Palm to lock down a key target, then dance out of reach with Echo-Step so the first hit each round whiffs. Pair him with a heavier brawler so he can flank and pick off backline.

Tier 2Levels 5-10 · NATIVE
AC16HP16d8+48 (120) To-hit+7Save DC14

Open on the party's spellcaster or healer with Multiattack plus Stunning Palm, then Flurry for a fourth hit to break concentration. Deflect Blow turns the tankiest melee PC's big swing into a free counter. Run him as the agile striker beside a bigger threat or a knot of minions; if clustered foes try to gang him, Echo-Step and Evasion let him bleed them dry. Kill-priority: stun the controller, then the healer.

Tier 3Levels 11-15 · GUIDELINE
AC18HP22d10+88 (209) To-hit+9Save DC16

Open by stunning the highest-level caster, then split Multiattack to spread Deflect Blow counters across two attackers. He shines as a duelist add-on flanking for a heavier boss or anchoring a lair of lesser monks. Pair him with a bigger threat that punishes the party for spreading out; Talrynn collapses on whoever steps away to deal with adds.

Put Talrynn 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 Talrynn?

His home build is CR 6 (Tier 2, levels 5-10): AC 16, 120 HP, +7 to hit, save DC 14. Scale him down to CR 2 for Tier 1 or up to about CR 11 for Tier 3 using the alternate tier lines — the traits and actions stay identical, only the numbers move.

Can Talrynn be a companion or ally?

Yes. As a wandering monk bound by resonance rather than loyalty, he makes a natural party ally, mentor, or hired bodyguard. Use the included companion block (Sethra, Bound) if you want him to arrive with a training-sister, or run Talrynn himself at a reduced tier as a guest PC.

Is Talrynn solo boss material?

No — he's a striker add-on, not a centerpiece. He lacks legendary actions and a 4-PC party will out-act him over a long fight. Run him beside a bigger threat or a knot of minions, where Stunning Palm and Echo-Step let him punch above his weight.

Tell Us How It Ran

Played Talrynn 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