Adbar
Adbar — The Encounter
Leaping axe-storm with a mane of cold fire · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Adbar
In the cold uplands beyond the Ethiopian escarpment, herders speak of Adbar, the leaping flame of the rock-spires. He is no fiend and no saint but a fey thing of the high crags, born where mountain wind meets the first frost of dawn. His mane burns blue and gives no warmth; those who grasp it are flung back and left shivering for days. Adbar takes no side in the wars of men, yet he despises trespass upon the sacred stone, and the gilded scars across his arm and leg mark old bargains struck with mountain kings whose names are now dust. He hunts in great bounds from spire to spire, his black axe singing as it falls, and when it leaves his hand it returns as a hawk returns to the fist. Offer him salt and millet at the cairn-stones and he may grant safe passage; spill blood on his peaks and he will harvest yours.
Run Adbar in Sixty Seconds
- He is a striker, not an anchor. Adbar wants to leap in, prone someone, and leap out. Run him beside a tankier boss who holds the line, not as the lone front.
- Open with the leap. Use Leaping Strike (bonus action) into the backline, then Multiattack the same target so both hits trigger the DC 14 prone check.
- Kill-priority is anyone who pins him. Grapplers, restraining spells, and difficult-terrain control are his nightmare; have him target those PCs first.
- Don't forget the mane. Every melee attacker adjacent to him eats 2d6 cold and a shove on a failed Strength save. Cluster the party and it adds up fast.
- Three ways to run him: aggressive flanking assassin (Leaping Strike every turn), zone-denial (recharge Hurled Cleaver down lines), or hit-and-fade duelist (mane + leap to stay untouchable).
Adbar
Medium fey (highland spirit), chaotic neutral
CR 6 · 2,300 XP · GUIDELINEHighland Bound. Adbar ignores difficult terrain made of rock, stone, or rubble, and gains no movement penalty for climbing. He can move across crystalline spires and jagged outcrops as easily as open ground.
Mane of Cold Fire. Signature. When a creature Adbar can see within 10 ft. hits him with a melee attack, the lashing spectral mane flares. The attacker takes 7 (2d6) cold damage and must succeed on a DC 14 Strength save or be pushed 10 ft. away from Adbar.
Actions
Multiattack. Adbar makes two Highland Axe attacks. If both hit the same target, the target must succeed on a DC 14 Constitution save or be knocked prone.
Highland Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 4 (1d8) cold damage.
Hurled Cleaver (Recharge 5-6). Adbar hurls his great axe in a spinning arc. Each creature in a 30-foot line that is 5 feet wide must make a DC 14 Dexterity saving throw, taking 22 (4d10) slashing damage on a failed save, or half as much on a success. The axe flies back to his hand at the end of the line.
Bonus Actions & Reactions
Leaping Strike (Bonus Action). Adbar jumps up to 20 feet horizontally (or 10 feet up) without provoking opportunity attacks. If he ends adjacent to a creature, his next Highland Axe attack this turn deals an extra 9 (2d8) slashing damage.
A bare-chested highland spirit caught mid-leap, gilded mane of cold flame streaming behind him, a black two-handed cleaver raised to fall like an avalanche.
Adbar, Bound
Companion · acts on your initiative
Bound · GUIDELINESpire Diver (signature). The hawk can Dash as a bonus action and takes no damage from the first 30 feet of any fall, folding its wings to drop onto prey.
Actions
Raking Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and the target's speed is reduced by 10 ft. until the end of its next turn.
Reactions
Warning Shriek. When an ally within 30 ft. is targeted by an attack, the hawk shrieks; the attacker has disadvantage on that attack roll. Once per round.
A frost-grey hawk that rides Adbar's mane-wind, screaming down the cliffs ahead of his leap.
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 leaping into the most exposed back-liner and swinging twice to knock it prone. Save Hurled Cleaver for a turn the party clusters in a corridor. He is a skirmisher, not a wall: pair him with a tankier brute that holds the front while Adbar darts the flanks.
Lead with Leaping Strike into a caster or healer, then Multiattack to prone it. Punish melee gangs with Mane of Cold Fire and recharge Hurled Cleaver down any line of stacked PCs. Kill-priority is whoever can hold him in place; this is the agile striker piece, so run him alongside a bigger boss who anchors the fight.
Bounce every round: Leaping Strike to the squishiest target, Multiattack for prone, then reposition out of melee. Open fights with Hurled Cleaver on the marching line. He still wants a heavier ally to soak attention while he assassinates spellcasters from the flank.
Put Adbar 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 Adbar?
Adbar is natively CR 6 (2,300 XP), a Tier 2 agile striker built for parties of levels 5-10. The sheet also scales down to ~CR 2 for Tier 1 and up to ~CR 11 for Tier 3 using the same traits and actions.
Can Adbar be a companion or ally?
Yes. As a chaotic neutral highland fey he takes no permanent side, so a party that leaves offerings at the cairn-stones or proves it honors the sacred peaks can earn his temporary aid as a leaping flanker. His bound Crag-Hawk can also serve as a smaller scout or familiar-style ally on its own.
Is Adbar solo_capable?
No. He has no legendary actions and is a hit-and-run skirmisher, so a single Adbar gets locked down by action economy. Use him as the strike piece paired with a sturdier flagship boss, or run two to three of him as a leaping pack.
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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