Valadrial
Valadrial — The Encounter
Twin-blade maiden of the deathless court, troll-slayer in leaping plate · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Valadrial
Among the deathless courts beneath the elder forests, Valadrial is named the Vaulting Maiden, last sword-daughter of a line that swore to keep the troll-roads clear of all that crawls down from the high passes. Where heavier knights are dragged down by the brutes of the cold places, she fights as the wind fights stone: never where the blow lands. The folk-songs tell of the night she leapt from the very shoulders of a cave-troll thrice her height, opened its throat on the way down, and was three strides gone before the carcass struck the earth. She wears no shield, trusting parry and momentum, and carries paired elven blades forged so light they sing in the air. To the small folk of the valleys she is a guardian; to the giant-kin who hunt them she is a rumor that ends in red. She does not boast. She simply arrives, leaps, and the road is clear again by morning.
Run Valadrial in Sixty Seconds
- Run her mobile — never let players pin Valadrial. Nimble Escape every round means she Disengages or Dashes as a bonus action; she should attack and be gone.
- Open with a leap — move 20+ feet straight at a target to trigger Leaping Duelist for +2d8 and a free vault over the body into open space.
- Kill-priority: clustered low-AC — three blade hits a round shred soft targets. Send her at squishy casters and bunched front-liners, not the tank.
- When bloodied — she stops trading blows. Parry the next melee hit, Disengage, and reposition for one more leaping charge rather than standing toe-to-toe.
- Three ways to run her — (1) lone duelist harrying the party's flanks, (2) paired with Faelith for archer support, (3) a giant-slayer set loose in a troll/ogre warband as the lethal small thing among big ones.
Valadrial
Medium humanoid (elf), neutral good
CR 6 · 2,300 XP · GUIDELINEFey Ancestry. Valadrial has advantage on saving throws against being charmed, and magic can't put her to sleep.
Leaping Duelist. Signature. Valadrial ignores difficult terrain and her movement doesn't provoke opportunity attacks from any creature she can see. On the turn she moves at least 20 feet straight toward a creature before hitting it with a melee attack, that hit deals an extra 9 (2d8) damage and she may make one Acrobatics check to vault over the target into an unoccupied space.
Giant-Slayer. Valadrial scores a critical hit on a roll of 19 or 20 against any creature of Large size or larger.
Actions
Multiattack. Valadrial makes three attacks with her twin elven blades.
Twin Elven Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Hurled Blade. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Bonus Actions & Reactions
Nimble Escape (Bonus). Valadrial takes the Disengage or Dash action as a bonus action.
Parry (Reaction). When a creature she can see hits her with a melee attack, Valadrial adds 4 to her AC against that attack, potentially causing it to miss.
Caught mid-leap in dark articulated half-plate, golden braid streaming, twin blades flashing as she vaults from the broken skull of a felled troll. Every line of the sculpt is forward motion and lethal grace.
Valadrial, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Tactics (signature). Valadrial has advantage on an attack roll against a creature if at least one of Valadrial's allies is within 5 feet of the creature and isn't incapacitated.
Actions
Hunting Bow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and if the target is Large or larger it has disadvantage on its next attack.
Reactions
Covering Volley. When an ally within 30 feet is hit by a melee attack, Valadrial looses an arrow at the attacker; the attacker must succeed on a DC 14 Strength save or be pushed 10 feet away.
A lean, sharp-eyed scout-archer who marks Valadrial's leaps and softens the giant-kin before she lands.
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 a 20-foot leap into the biggest brute to trigger Leaping Duelist, then vault clear so the party can pile on. Use Nimble Escape every round so she's never pinned. Pair her with a frontline ally or a bigger threat to hold attention while she carves flanks.
Open by leaping the heaviest enemy for the +2d8 charge, then Parry the first counter. Kill-priority: she shreds clustered low-AC foes, so feed her your front line and let her vault between them. Pair with Faelith or a slower bruiser; she is a flanker, not an anchor — keep her mobile and she never dies.
At this scale she's an elite skirmisher beside a flagship boss or amid a troll warband — never the lone threat. Open with a leap-strike on the squishiest caster, Parry the retaliation, then Nimble Escape to the next target. Spread her with minions and a bigger menace; she punishes anyone who clumps up.
Put Valadrial 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 Valadrial?
Her home build is CR 6 (2,300 XP), tuned for a level 5-10 party as a deadly skirmisher. The record also gives scaled CR 2-ish and CR 11-ish versions so you can drop her into a tier-1 or tier-3 fight without rebuilding.
Can Valadrial be a companion or ally?
Yes. As a neutral-good elf duelist she makes a strong ally or guide — run her with the listed numbers but on the party's side, or use her bound companion Faelith, the Sworn Pathfinder, as a supporting archer NPC.
Is she meant to fight solo against a party?
No. Valadrial is a high-mobility add-on, not a centerpiece boss — she has no legendary actions, so a full party will out-act her alone. Pair her with a bigger threat, a lair, or a warband of giant-kin and let her flank while the heavier menace holds the line.
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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