Talrynn
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
- No weapon, all hands. Talrynn is a bare-fist striker: three Unarmed Strikes a round, plus a bonus Flurry hit after Multiattack. Treat him like a melee skirmisher, not a brute.
- Open on the caster. His 40 ft. speed gets him to the backline turn one. Lead with Stunning Palm (DC 14 Con) to drop a controller or healer, then beat on them while they're stunned.
- Echo-Step makes him slippery. If he stays near where he started, the first hit on him each turn auto-misses. Players will feel like they can't land a blow — that's the point; make them spend resources.
- Deflect Blow punishes big swings. The reaction eats 1d10+7 of one melee hit and can spit back a free strike. Save it for the party's hardest hitter.
- Three ways to run him: a duelist who fixates on one PC and stun-locks them; a hit-and-run harasser who never stays in melee two turns; or the agile lieutenant of a heavier boss, flanking for advantage.
Talrynn
Medium humanoid (catfolk), neutral good
CR 6 · 2,300 XP · GUIDELINEUnarmored 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 · GUIDELINETwin 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.
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.
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.
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
- 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 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
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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