IJiraq
IJiraq — The Encounter
The Antlered Hider whose face no memory can hold · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is IJiraq
Among the people of the long winter, the ijiraq is the thing at the edge of the storm that you must never follow. It wears the shape of a hunter you trust, of a lost child calling, of a caribou easy to take, and each shape is a lie woven to lead you out onto the ice and leave you there. Shamans warn that the ijiraq cannot keep one face, and worse, that no one can hold its face in memory once it turns away, so that a traveler returns to camp swearing nothing happened while a companion is already gone. It is no devourer of flesh but a stealer of bearings, a hider in plain land. Where it walks the snow shows no print and the black ice shows no reflection. The owl that keeps its company is its eyes when it chooses to be blind, and its voice when it chooses to be still. To name it is useless, for the name slides from the tongue like meltwater.
Run IJiraq in Sixty Seconds
- It is the piece, not the boss. Solo_capable is false. Run the ijiraq as an add-on that fractures the party so a flagship (Sedna, an Ice Dragon, a Saumen Kar) lands clean. Native tier 2, CR 6.
- Open with Beckoning Mirage. Pull the weakest-Wisdom PC out of formation (DC 15 Wis), then Gore them prone. Splitting the party is the whole gameplan - do it turn one.
- Forgotten Face is the gimmick. Anyone who can't see it at end of turn may forget it entirely (DC 14 Wis) and lose its location. Force players to choose between watching it and acting - reward whoever keeps eyes on it with save advantage.
- Never stand and trade. It hits and runs: Vanish (bonus) in snow/fog, Misplaced (reaction) when struck to teleport 15 ft. If players manage to surround it, that is your cue to vanish, not to swing back.
- Three ways to run it. SCOUT - it splits the party before the boss arrives. HARASSER - it loops Mirage and gore-prone to deny actions. TRICKSTER - lean hard on Forgotten Face and illusory shapes so players never trust what they see on the ice.
IJiraq
Medium fey (shapechanger), neutral evil
CR 6 · 2,300 XP · GUIDELINEForgotten Face. Signature. No creature can recall the ijiraq's features. Any creature that ends a turn without seeing the ijiraq must succeed on a DC 14 Wisdom saving throw or forget it has encountered the ijiraq at all, losing track of its location. A creature that can see the ijiraq has advantage on this save. Magic that reveals truth or location works normally only while the ijiraq remains in line of sight.
Tundra Strider. The ijiraq ignores difficult terrain made of snow, ice, or undergrowth, and leaves no tracks. It has advantage on Dexterity (Stealth) checks made in snow, fog, or twilight.
Actions
Multiattack. The ijiraq makes two attacks: one with its Gore and one with its Frostbitten Claw. It can replace one attack with Beckoning Mirage.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Frostbitten Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) cold damage.
Beckoning Mirage. The ijiraq weaves a false vision of safety or kin. One creature within 60 ft. that can hear it must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn. While charmed this way, the creature uses its movement to approach the ijiraq by the most direct route, ignoring opportunity attacks but not other hazards.
Bonus Actions & Reactions
Vanish (Bonus). If the ijiraq is in dim light, fog, or snow, it can use a bonus action to take the Hide action. While hidden this way it can move up to half its speed without revealing its position.
Misplaced (Reaction). When a creature the ijiraq can see hits it with an attack, the ijiraq can shift the blow into a mirror-image of itself. The attack misses, and the ijiraq teleports up to 15 ft. to an unoccupied space it can see. It can use this reaction only once per turn.
A gaunt, antlered figure half-elk and half-man, its skull-faced head crowned with branching horns and an owl perched in attendance, it stands amid pillars of black ice that never quite hold its reflection.
IJiraq, Bound
Companion · acts on your initiative
Bound · GUIDELINEBorrowed Eyes (signature). While IJiraq is within 60 ft. of its bound spirit and conscious, that spirit cannot be surprised and has advantage on Wisdom (Perception) checks. If IJiraq is reduced to 0 hp, the spirit is blinded until the start of its next turn.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Reactions
Silent Warning. When an enemy moves within 30 ft. of the bound spirit while hidden, IJiraq can call out, ending that hidden state for the spirit's allies and granting the spirit a free 10 ft. of movement that provokes no opportunity attacks.
A great snow-pale owl that never blinks, it is the one fixed point near a creature that cannot be remembered.
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 cover with Beckoning Mirage to pull one isolated PC away from the group, then Gore them prone. Kill-priority is whoever can reliably see it - drop Misplaced and Forgotten Face on the rest so they lose track of where it went. Pairs with a Sedna or Ahklut centerpiece; the ijiraq is the lone scout that splits the party before the real fight.
It is a skirmisher, not a wall - never stand and trade. Open with Vanish, then strike from snow or fog and Misplaced away the moment it is hit. Use Beckoning Mirage to peel the squishiest target out of formation, gore it prone, and let Forgotten Face scatter the party's attention. Pair it with a bigger threat (Saumen Kar, Ice Dragon); the ijiraq's job is to fracture the line so the flagship lands clean.
Run it as a maddening harasser around a heavier boss. Every round: Mirage one target out, gore-prone it, and Misplaced or Vanish before the party can focus it. Kill-priority for the DM is keeping at least one PC unable to see it so Forgotten Face keeps resetting positions. Without legendary actions it cannot solo this tier - it is the X piece that makes the centerpiece deadly.
Put IJiraq 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 IJiraq?
Native CR 6 (XP 2,300), a tier-2 encounter for parties of levels 5-10. The stat block scales down to roughly CR 2 for tier 1 and up to roughly CR 11 for tier 3 - traits stay identical, only AC, HP, to-hit, save DC, and damage shift between bands.
Can IJiraq be a companion or ally?
Not as a loyal ally - it is a deceiver that leads creatures astray, not a bound servant. Its companion in this set is Tukaq, the Watching Owl, which grants Borrowed Eyes (advantage on Perception, can't be surprised) to whatever creature it attends. Use Tukaq as the ally piece; the ijiraq itself works as a temporary, untrustworthy guide at best.
Why doesn't IJiraq have legendary actions?
Because it is built as an add-on skirmisher, not a centerpiece boss. Its power is mobility and misdirection - Vanish, Misplaced, and Forgotten Face - rather than an action economy that lets it solo a party. Pair it with a flagship adversary and it plays up well above its CR.
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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