Isis
Isis — The Encounter
Winged mother of magic, mistress of the spoken name · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Isis
Hear the lament that knit a god back together. When her brother-husband lay scattered, it was Isis who gathered each severed piece by lamplight, who breathed the missing word into his cold mouth and made him king of the silent country. She is the throne made flesh — her name is the very seat upon which kingship rests — and she learned the secret name of the sun itself, prying it loose with a serpent of her own making until creation bent to her tongue. Mourners call to her over the dying; midwives whisper her over the laboring; the hunted flee to the shelter of her wings and find the pursuer's spell fall harmless. She does not war for conquest. She wars to deny death its lawful prize, and there is no magic older or more stubborn than a mother who refuses to let go. Knock upon her throne and she will name your grief, then unmake it.
Run Isis in Sixty Seconds
- She is a healer, not a hammer — Isis exists to keep other monsters alive. Run her behind a frontline; alone she is a speed bump.
- Open with control — lead with hold person on the party's biggest damage dealer, then walk up and Radiant Touch the paralyzed target for automatic crits.
- Kill-priority: her first — tell players plainly that nothing on this side dies permanently until the winged goddess does. That focuses fire and creates the fight's tension.
- When bloodied, she stops healing others and turns selfish: Tears of the Mourner on recharge, Cradle the Fallen on herself, fly out of melee reach.
- Three ways to run her: (1) crypt-medic propping up mummies, (2) merciful captor who downs but won't kill, (3) grief-stricken final guardian who must be talked down or destroyed.
Isis
Medium celestial, lawful good
CR 6 · 2,300 XP · GUIDELINESheltering Wings. Signature. Allies within 10 ft. of Isis (and Isis herself) have resistance to radiant and necrotic damage and cannot be frightened. When a creature she can see within 30 ft. is reduced to 0 hit points, Isis can spread her wings as a reaction, leaving that creature stable instead with 1 hit point (recharges after a short or long rest).
Word of Naming. Isis knows the true name of every creature she can see. She has advantage on saving throws against spells, and a creature she has hit since the start of her last turn has disadvantage on saving throws against her spells.
Spellcasting. Isis casts using Wisdom (spell save DC 14, +6 to hit). She has the following spells prepared: at will — sacred flame, guidance, spare the dying; 3/day each — cure wounds, lesser restoration, hold person; 1/day each — raise dead, greater restoration, guardian of faith.
Actions
Multiattack. Isis makes two Radiant Touch attacks, or casts a spell and makes one Radiant Touch attack.
Radiant Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) radiant damage, and the target cannot regain hit points until the end of Isis's next turn.
Tears of the Mourner (Recharge 5-6). Isis weeps a tide of grief in a 30-foot cone. Each creature there must make a DC 14 Constitution saving throw, taking 27 (6d8) radiant damage and being blinded until the end of its next turn on a failure, or half damage and no blindness on a success. Undead in the area have disadvantage on this save.
Bonus Actions & Reactions
Cradle the Fallen. Bonus Action. Isis touches a creature within 5 ft. and ends one disease or one of the following conditions affecting it: blinded, deafened, paralyzed, or poisoned.
Wings spread wide before a wall of carved spells, Isis kneels in eternal vigil — the throne behind her is not a seat of power but a tomb she keeps watch over, her every feather a syllable of the world's first prayer.
Isis, Bound
Companion · acts on your initiative
Bound · GUIDELINEAnointed Ward (signature). While within 30 ft. of Isis, Isis has advantage on death saving throws and on saves against necrotic damage.
Actions
Khopesh. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) radiant damage.
Reactions
Interpose. When Isis takes damage from an attacker within 5 ft. of Isis, Isis can move to take half that damage in her place.
A temple guardian sworn to the goddess, his blade blessed in the same tears that revive the dead — he dies a hundred times so she need not die once.
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 Tears of the Mourner the moment two or more foes cluster, then hang back and heal. She is a support piece — pair her with a melee threat (Maatkare or a mummy warrior) and let her keep them standing. Kill-priority: drop her first or her allies simply will not die.
Lead with hold person on the party's hardest hitter, then Multiattack a held target for auto-crits. Use Sheltering Wings to deny a kill at the worst moment for the party. She is the heart of an Egyptian retinue — keep her behind guards; once they fall, she folds. Kill her before her Recharge cone resets.
Open Tears of the Mourner to blind the front line, then lock a striker with hold person. At this tier raise dead between rounds turns a long fight unwinnable unless she dies. Anchor her to a tomb-lord boss; she is the unkillable support that makes the whole crypt a meat grinder.
Put Isis 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 Isis?
Her home tier is CR 6 (2,300 XP), tuned for a level 5-10 party. Scaled stat blocks for tiers 1 (CR ~2) and 3 (CR ~11) are provided so she fits parties from level 1 to 15 without changing how she plays.
Can Isis be a companion or ally?
Yes — she is one of the rare adversaries built to fight beside the party. As an ally she is a phenomenal support: Sheltering Wings, at-will healing magic, and a once-per-rest save from death. Treat her as a powerful NPC patron rather than a controlled pet.
Is Isis solo_capable?
No. She has no legendary actions and her whole kit is reactive support, so she will be overwhelmed if run alone. Pair her with a flagship boss (a tomb-lord, Anubis, or a pack of mummy warriors) — she is the piece that makes that boss feel unkillable.
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
Played Isis at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
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