Witcheetah
Witcheetah — The Encounter
Lantern-bearing hex-weaver of the cheetah-folk, who hunts with curses · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Witcheetah
In the demi-feline kingdom where cheetah-blooded folk hunt as both warriors and ruling caste, Witcheetah is no mere lancer or knight. She walks the line between the living and the spirits of the hunt, binding a guttering soul-flame within her lantern so that it might mark prey the way a true cheetah marks scent. They say she learned her hexes from the old burial cairns, where the bones of fallen chieftains still whisper, and that the skull crowning her staff once belonged to a rival she out-paced and out-cursed. She moves at the edge of every skirmish, never standing still, raining bone-bolt and witch-hex while her swifter kin close the distance. To meet her gaze through the lantern's glow is to feel your own legs slow and your courage gutter. Where the Pangcat lancers bring the charge, Witcheetah brings the dread that breaks a line before it forms.
Run Witcheetah in Sixty Seconds
- She is a kiter, not a brawler. Every turn she Dashes or Disengages as a bonus action and moves 40 ft. without provoking - never expect her to stand and trade.
- Open with the lantern. Mark the most clustered or most fragile foe with the Cursing Lantern (disadvantage on her saves + bonus necrotic), then immediately Witch-Hex that cluster while they have disadvantage.
- Kill-priority: her, fast. Witcheetah's frighten and slow can unravel a party before swords meet; she has only 110 HP and low AC, so a focused alpha strike ends her - if you can catch her.
- When bloodied, she leans on Hexer's Recoil and Sprinter's Step to bleed pursuers and reposition behind her allies; chase her into her own bruisers at your peril.
- Three ways to run her: (1) skirmish-hexer harassing from the flank of a Pangcat charge, (2) a curse-laying ambusher who marks prey from the dark before her kin pounce, (3) a chieftain's witch-advisor who breaks enemy morale so the line shatters on impact.
Witcheetah
Medium humanoid (catfolk), neutral
CR 6 · 2,300 XP · GUIDELINESprinter's Step. Witcheetah can take the Dash or Disengage action as a bonus action on each of her turns. She does not provoke opportunity attacks when she moves out of an enemy's reach this way.
Cursing Lantern. Signature. The bound spirit-flame in Witcheetah's lantern marks prey. As a bonus action she can shine it on one creature she can see within 30 ft. Until the start of her next turn, that creature has disadvantage on saving throws against her spells and hexes, and the first time she or an ally hits it before then, the attack deals an extra 7 (2d6) necrotic damage.
Actions
Multiattack. Witcheetah makes two attacks with her hex-staff, or casts one hex (Witch-Hex or Bone-Bolt) and makes one hex-staff attack.
Hex-Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage plus 7 (2d6) necrotic damage.
Bone-Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8+3) necrotic damage, and the target's speed is reduced by 10 ft. until the end of its next turn.
Witch-Hex (Recharge 5-6). Witcheetah curses up to three creatures she can see within 60 ft. Each target must succeed on a DC 14 Wisdom saving throw or take 18 (4d8) psychic damage and be frightened of her until the end of its next turn. On a success, a target takes half damage and is not frightened.
Bonus Actions & Reactions
Hexer's Recoil. Reaction, when a creature Witcheetah can see hits her with an attack: she sheds a curse onto the attacker, who must succeed on a DC 14 Charisma saving throw or take 9 (2d8) necrotic damage. Witcheetah may then move up to 20 ft. without provoking opportunity attacks.
A lithe cheetah-folk witch in a flowing robe and cape crouches upon broken stone, a caged spirit-lantern swinging from one paw and a bone-crowned staff braced in the other. She does not chase her quarry on foot alone; she lets her curse run them down.
Witcheetah, Bound
Companion · acts on your initiative
Bound · GUIDELINELantern-Linked (signature). Witcheetah is the spirit-flame loosed from the lantern given hunting form. While within 30 ft. of its bearer, any creature marked by the Cursing Lantern also sheds dim light, and Witcheetah has advantage on attacks against that creature.
Actions
Searing Pounce. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage plus 4 (1d8) fire damage. If Witcheetah moved at least 20 ft. straight toward the target before the hit, the target must succeed on a DC 13 Strength save or be knocked prone.
Reactions
Guttering Ward. Reaction, when its bearer takes damage while within 10 ft.: Witcheetah flares and the bearer gains 7 (2d6) temporary hit points; the triggering attacker takes 5 (2d4) fire damage.
A ribbon of ember-bright spirit-fire shaped like a stalking cat, leashed to the lantern and to its mistress's will.
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 shining the Cursing Lantern on the party's healer or back-liner, then Bone-Bolt that same target so allies pile on the marked extra damage. Use Sprinter's Step every turn to kite at 40 ft. and never let melee pin her. Kill-priority her early or she whittles your squishy down; pair her with a melee bruiser or beast to wall for her.
Open by marking the most clustered enemy with the Cursing Lantern, then drop Witch-Hex on three of them while they have disadvantage on the save for a near-guaranteed frighten + burst. Stay mobile: Bone-Bolt the marked target, slow it, and use Hexer's Recoil to punish anyone who closes. Pair her with Pangcat lancers or a chieftain who runs down the frightened, panicking stragglers.
Lead with the lantern-mark plus Witch-Hex on a tight cluster to strip three saves and seed fear across the front line. Bone-Bolt and slow the enemy striker, then Sprinter's Step out of reach every round so she is never the one being hit. She is a control-and-attrition support, not a solo threat - anchor her behind a Tigresaurus Rex or Liontaurus the chieftain and let her hexes break the line they crash into.
Put Witcheetah 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 Witcheetah?
Her home build is CR 6 (2,300 XP), tuned for a party of levels 5-10. Numbers for tier 1 (levels 1-4) and tier 3 (levels 11-15) are provided so you can scale her without changing how she plays.
Can Witcheetah be a companion or ally?
Yes. As an ally she is a mobile support-controller: she marks targets with her Cursing Lantern, hexes clusters, and kites to safety. Her bound spirit-flame Pridefire can also be fielded as a separate hunting companion that flanks whatever she has marked.
Is Witcheetah a solo boss?
No. She has no legendary actions and folds under focused fire, so a full party will out-act her alone. Run her as an add-on - pair her with Pangcat lancers, a Tigresaurus Rex, or a feline chieftain whose charge she sets up with fear and slows.
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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