Bastet
Bastet — The Encounter
Cat-Headed Lady of Protection, Claw of the Hearth · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Bastet
Bastet keeps the thresholds of the living. In the old temples of the Nile she was the soft-pawed warden set against the night-things that creep toward sleeping children and stored grain, and the granaries that bore her likeness were never gnawed nor cursed. She wears the nemes and the broad collar of a queen, yet moves with the patience of a hunting cat: still, still, then a blur of claw. Where Sekhmet is the fury of the lion, Bastet is the loyalty of the hearth-cat that will gut a serpent on the doorstep and then return, purring, to the lap of the one it loves. Mortals who honour her find lost things returned and small mercies in dark hours. Those who would harm her chosen learn that protection has teeth. She remembers every cat ever loved, and answers when one cries out. Her shrines smell of milk, myrrh, and warm sun on stone.
Run Bastet in Sixty Seconds
- She is an add-on, not a boss. Bastet shines beside a bigger Egyptian threat. Solo, she is a frustrating evasion tank with no finisher; paired, she is the wall that keeps your flagship alive.
- Open with Pounce + double claw on the most fragile attacker, then use Ward the Innocent each round the boss is hit. Her claws sear radiant on a failed CON save.
- Kill-priority: leave her for last. Nine Lives means a premature kill just makes her leap clear with 25 temp HP. Drop the real boss first; she loses purpose without someone to guard.
- When bloodied, expect her to scatter. Feline Reflexes and Nine Lives make her slippery. Block exits or ready ranged attacks for when she springs.
- Three ways to run her: (1) silent temple sentinel that ambushes from a column with Stealth +7; (2) loyal bodyguard glued to a divine boss, soaking and warding; (3) protective patron who fights only to defend her worshipper, fleeing once they are safe.
Bastet
Medium celestial, lawful good
CR 6 · 2,300 XP · GUIDELINENine Lives (signature). The first time Bastet would drop to 0 hit points in a fight, she instead drops to 1 hit point, springs up to 20 feet to an unoccupied space she can see, and gains 25 temporary hit points. This recharges after a long rest.
Feline Reflexes. Bastet has advantage on Dexterity saving throws against effects she can see, and she takes no damage if she succeeds on a Dexterity save for half. She ignores difficult terrain.
Actions
Multiattack. Bastet makes two Rending Claw attacks. She can replace one with Protective Roar (if available).
Rending Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) radiant damage as the wound sears with hearth-fire.
Protective Roar (Recharge 5-6). Bastet looses a guardian's cry in a 30-foot cone. Each enemy in the area makes a DC 15 Wisdom saving throw, taking 22 (5d8) thunder damage on a failure, or half on a success. Allies in the area gain 9 (2d8) temporary hit points.
Bonus Actions & Reactions
Pounce (Bonus Action). Bastet moves up to her speed without provoking opportunity attacks. If she ends adjacent to a creature she was not adjacent to at the start of this turn, her next Rending Claw this turn is made with advantage.
Ward the Innocent (Reaction). When an ally Bastet can see within 30 feet is hit by an attack, she imposes disadvantage on that attack roll. If it still hits, the ally takes half damage.
A cat-headed goddess reclines in regal calm beside a hieroglyph-graven column, one sacred cat seated at her shrine and a worshipper sprawled in devotion at her feet. She is serene until the household she guards is threatened.
Bastet, Bound
Companion · acts on your initiative
Bound · GUIDELINEWarding Purr (signature). At the start of each of its turns, Bastet and each ally within 10 feet gain 5 temporary hit points if they have none. While within 10 feet of Bastet, allies have advantage on saves against being frightened.
Actions
Sacred Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, and the target is marked until the start of Bastet's next turn (Bastet's attacks against it have advantage).
Reactions
Hiss and Bolt. When a creature within 5 feet hits Bastet, it darts up to 20 feet away without provoking opportunity attacks and the attacker is distracted (disadvantage on its next attack this turn).
The small seated cat at the shrine is no idol. Bastet is a fragment of the goddess made flesh, guarding the keeper of its master's faith.
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 Pounce into a Rending Claw on the squishiest caster, then back off behind cover. If foes cluster, save Protective Roar to scatter them and top up an ally. Pair her as the protector beside a tougher Egyptian boss; she shields, she does not solo.
She is a bodyguard, not a centerpiece: stand her beside Sekhmet, Anubis, or a mummy lord. Open by Pouncing onto whoever threatens her ward, claw twice, and use Ward the Innocent every round the boss is targeted. Kill-priority her only after the real threat falls, or Nine Lives wastes your action economy. Hold Protective Roar for when the party bunches to heal a downed boss.
Run her as elite guard for a divine flagship. Pounce, double-claw the marked target with Miw's advantage, and chain reactions to negate the party's burst. When bloodied, Nine Lives lets her leap clear and reset on the squishiest PC. She buys the boss two extra rounds; that is her whole job.
Put Bastet 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 Bastet?
Natively CR 6 (Tier 2, 2,300 XP) as a celestial guardian. She is not solo-capable: no legendary actions, so run her alongside a stronger boss. Scale her down to CR ~2 for Tier 1 parties or up to CR ~11 for Tier 3 using the tier block.
Can Bastet be a companion or ally?
Yes. As a lawful good celestial of protection she makes a natural patron or guardian-NPC. Run her with reduced Tier 1 numbers as an ally, leaning on Ward the Innocent and Protective Roar to shield the party rather than deal damage.
Why does she have no weapon in the render?
Bastet fights with rending claws and a guardian's roar, not steel. The mini shows her regal and unarmed precisely because her threat is feline reflex and divine ward, not a blade. Lean into ambush and protection at the table.
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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