Trevor Balmond
Trevor Balmond — The Encounter
The Whip-Bearer Who Walks Into the Castle of Night · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Trevor Balmond
They say the Balmond line has hunted the Castle of Dracula for nine generations, each heir handed the same chain whip and the same vow: walk in, and do not walk back out until the night-lord's get lie cold. Trevor is the living edge of that vow. His short sword was quenched in holy water and graveyard moonlight, and bites the undead like the dawn itself; his whip can drag a serpent from its coils or trip a charging fiend onto its own fangs. He does not boast and he does not flee — he reads a monster's tells, finds the heart, and ends it. Where he passes, the harpies fall silent and the night creatures keep to their shadows. The vampires know his name and speak it the way men speak of plague. He is one man against a castle of horrors, and the castle has learned to fear the sound of a chain unwinding in the dark.
Run Trevor Balmond in Sixty Seconds
- His whip has 15 ft. reach — open by pulling the most dangerous enemy prone or dragging it out of formation before anyone else acts.
- Kill-priority is undead — his consecrated blade adds 2d8 radiant on the first hit each turn, so always aim that first strike at a skeleton, vampire spawn, or fiend.
- Counter-Lash punishes melee — anyone who steps up to hit him eats 2d6 back; tell players the chain answers every blow.
- When bloodied, use Hunter's Vault every turn — Dash or Disengage as a bonus action to keep him mobile and never let a swarm pin the lone hunter.
- Three ways to run him — heroic ally beside the party, a grim rogue mini-boss who whip-trips PCs into hazards, or the loyal lieutenant guarding a vampire flagship.
Trevor Balmond
Medium humanoid (human), lawful good
CR 6 · 2,300 XP · GUIDELINEMonster Slayer's Lore. Trevor has advantage on attack rolls against undead and on saving throws against being frightened. The first time on each of his turns that he hits an undead or fiend, the target takes an extra 9 (2d8) radiant damage from his consecrated weapons.
Reach of the Chain Whip. Trevor's chain whip attack has 15 ft. reach. When he hits a Large or smaller creature with it, he can choose to pull the target up to 10 ft. toward him, or knock it prone (the target may make a DC 15 Strength save to resist).
Actions
Multiattack. Trevor makes two attacks: one with his consecrated short sword and one with his chain whip.
Consecrated Short Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage plus 4 (1d8) radiant damage.
Chain Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller.
Bonus Actions & Reactions
Hunter's Vault (Bonus Action). Trevor takes the Dash or Disengage action, or moves up to 15 ft. without provoking opportunity attacks from undead.
Counter-Lash (Reaction). When a creature within 15 ft. that Trevor can see hits him with a melee attack, he lashes back with the chain whip, dealing 7 (2d6) bludgeoning damage to the attacker.
A storm-weathered hunter stands amid coiling serpents and gnashing castle-beasts, a glowing blessed blade raised high while a barbed chain whip drags the dark back into the light. He fights atop a midden of tusks and skulls, the leavings of every monster that thought him easy prey.
Trevor Balmond, Bound
Companion · acts on your initiative
Bound · GUIDELINEWarding Sigil (signature). As a bonus action, Trevor Balmond inscribes a sigil on an ally within 30 ft. Until the start of her next turn, that ally has resistance to necrotic damage and advantage on saves against being charmed or frightened.
Actions
Silvered Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage plus 4 (1d8) radiant damage to undead or fiends.
Reactions
Hunter's Faith. When an ally within 30 ft. fails a saving throw against an undead or fiend, Trevor Balmond lets them reroll it once.
A fellow scion of the hunt who covers Trevor's flank with silvered bolts and warding scripture, turning his lone vow into a two-edged crusade.
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.
Run him as a heroic NPC ally or a rogue zealot mini-boss. Open by whipping the most dangerous creature prone, then carve it with the sword. Pair him with a small undead pack so the party fears his whip-pull as much as the monsters.
Open with Chain Whip to drag the squishiest target into reach, then Multiattack the same victim. Use Hunter's Vault to dive between two foes and Counter-Lash whoever closes. Kill-priority is anything undead — his radiant bite triples his threat there. Pair him beside a vampire flagship or serpent swarm so the chain controls the field while the boss lands the kills.
Scale him as an elite hunter-captain leading a cell of fellow slayers or pin him as the loyal lieutenant of a greater night-lord. Open by whip-pulling the lead caster into the melee, then lock it down. He is not a solo finale — pair him with a bigger threat and let the chain isolate prey for the real boss.
Put Trevor Balmond 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 Trevor Balmond?
His home build is CR 6 (2,300 XP) for a Tier 2 (levels 5-10) party — AC 16, 119 HP, +7 to hit, save DC 15. The Tier 1 and Tier 3 sheets keep his whip and consecrated-blade kit identical and only move the numbers into those bands.
Can Trevor Balmond be a companion or ally?
Yes. He makes an excellent heroic ally or guide through a monster-haunted castle — fold him in at the listed sheet, or hand the party Sylvia, Bound (his fellow slayer) for warding sigils and silvered bolts.
Is Trevor a solo boss for my party?
No — he is an add-on hunter, not a centerpiece. He lacks legendary actions, so a four-PC party will out-act him alone. Run him alongside a vampire flagship or a serpent swarm and let his chain control the field while the bigger threat lands the killing blows.
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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