Flamie
Flamie — The Encounter
Hearthborn ember-soul that wears a dead knight's plate · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Flamie
When a fire is tended with love and then abandoned in grief, sometimes a small soul lingers in the last coals and refuses to die. Hearth-witches of the turtle-folk monasteries name these stubborn embers flamies, and treat them less as monsters than as orphans. A flamie remembers warmth, the comfort of a watched flame, and it clings to whatever it can carry of the people it once heated, most often the rusting cuirass of some knight who died beside the blaze. Wrapped in that borrowed plate it stands sentinel over the spot where its fire was kindled, lashing sparks at any who would scatter the logs. Pour water on its hearth and it wails; feed it dry kindling and it will follow you like a faithful dog. Wandering monks insist that a flamie offered a fresh fire to mind will guard a camp through the coldest night without complaint, asking only that the flame never go out.
Run Flamie in Sixty Seconds
- Hold near fire. Flamies are skirmishers, not solo bosses. Open from inside a campfire, torchline, or lit braziers so the terrain and Heated Body tax anyone who melees them.
- Borrowed Plate first. The scavenged cuirass shaves 5 off the first hit each round and saves it from one killing blow, so don't expect it to drop to a single big swing; chip it down or burst it past the plate.
- Cinder Spit on clusters. Hold the recharge cone for when two or more PCs bunch up, then Multiattack with Ember Lash on the lowest-AC target.
- Kill-priority: the one with water. A flamie fixates on whoever douses or scatters its hearth-logs; that PC becomes its lash target every round.
- Three ways to run it: a lone hearth-guardian puzzle (feed it, don't fight it), a 2-3 strong harassing pack of burning footsoldiers, or an elite ember-guard escorting a bigger fire boss.
Flamie
Small elemental, neutral
CR 2 · 450 XP · GUIDELINEHeated Body. A creature that touches the flamie or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Borrowed Plate. Signature. The salvaged cuirass strapped to its burning core shrugs off the first telling blow each round. The first time the flamie would take damage on a turn, it reduces that damage by 5 (to a minimum of 0). If the flamie is reduced to 0 hit points while the plate still holds, it instead drops to 1 hit point and the plate falls away, ending this trait.
Illumination. The flamie sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Actions
Multiattack. The flamie makes two Ember Lash attacks.
Ember Lash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) fire damage. If the target is a flammable object that isn't being worn or carried, it ignites.
Cinder Spit (Recharge 5-6). The flamie coughs a gout of sparks in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a success.
A campfire that learned to stand up: a swirling figure of living flame with an open-mouthed face roaring in its crown, the body crammed into a battered, scratched suit of knightly plate it found among the ashes.
Flamie, Bound
Companion · acts on your initiative
Bound · GUIDELINEWarming Vigil (signature). While the bound flamie is within 10 feet of you, you and friendly creatures in that radius automatically succeed on saving throws against extreme cold and gain resistance to cold damage. The flamie sheds bright light in a 20-foot radius.
Actions
Ember Lash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) fire damage.
Reactions
Flare Guard. When an ally you can see within 5 feet of the flamie is hit by an attack, the flamie flares; the attacker takes 3 (1d6) fire damage.
It tucks itself into the curve of your shield arm at night, a knight-shaped candle that keeps the dark and the frost at bay so long as you keep feeding it.
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 from within a campfire or torchline so Heated Body and the lit terrain punish anyone who closes. Hold Cinder Spit for when the party clusters, then lash the squishiest caster with both Ember Lashes. Kill-priority is whoever douses or scatters its hearth; pair two or three flamies with a bigger fire-themed boss as harassing skirmishers.
Run a pack of these as the burning footsoldiers around a flagship threat, not alone. Open with Cinder Spit on the bunched front line, then Multiattack the nearest healer. Borrowed Plate means each one eats a hit before it folds, so focus-fire is slow; lean on that to grind the party while the real boss acts.
Use as elite ember-guards inside a fire-lord's lair, never as the sole encounter. Open with Cinder Spit, hold the choke with Heated Body, and lash through resistances to wear casters down. Kill-priority remains anyone dousing its flames; always pair it with a larger threat so a tier-3 party can't simply out-action a lone elemental.
Put Flamie 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 Flamie?
Its home tier is a CR 2 (450 XP) Tier 1 build (AC 14, 45 HP, +4 to hit, save DC 12). Scaled stat lines for Tier 2 (~CR 6) and Tier 3 (~CR 11) packs are included; the traits and actions stay identical, only the numbers move.
Can Flamie be a companion or ally?
Yes. A bound flamie (AC 13, 27 HP) tags along as a hearth-warden: its Warming Vigil keeps you and nearby allies safe from cold and lights the dark, it lashes with fire, and its Flare Guard reaction burns attackers who strike a nearby ally. It asks only that you keep its flame fed.
Is Flamie solo boss material?
No. It has no legendary actions and no punishing reaction kit, so a four-PC party out-acts a single flamie easily. Run it in packs of two or three or as an ember-guard beside a larger fire-themed flagship rather than as a standalone encounter.
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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