Mad Tiger
Mad Tiger — The Encounter
The fur-mad were-tiger that walks upright and remembers nothing but hunger · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Mad Tiger
Where a hunter takes a tiger's life in cruelty, the village elders whisper, the beast's hunger may take a man's body in return. The mad tiger is no clean were-beast of moonlit pacts but a soul drowned by the animal it wronged, fur sprouting through skin and reason rotting away until only appetite remains. It does not stalk for food or territory; it hunts to fill a void that can never be filled. Those it bites and does not kill are said to sicken with the same fever, clawing at their own faces in the night, until they too wake in the high grass with blood on their hands and no memory of the deed. Holy men teach that the cure is mercy the creature was never shown — that to break the curse one must wound the beast and then, against every instinct, spare it. Few hands are steady enough to try.
Run Mad Tiger in Sixty Seconds
- Open with the charge. Move 20+ feet straight at the softest target, claw, and force the Pounce save — prone plus a bonus-action bite is your alpha strike.
- Kill the healer. The bite stops hit-point regain, so bite the cleric or anyone topping the party up; deny healing and the math collapses.
- When bloodied, go all in. Mindless Fury gives it advantage to hit but hands advantage to the party in return — it will not flee, so let it die swinging and let players feel the trade.
- Three ways to run it. As a lone ambush bruiser in tall grass; as a melee enforcer chained to a bigger boss; or as a 2-3 strong maddened pride leapfrogging kills with Blood Frenzy.
- Remember the curse hook. Sparing it (the folklore cure) is a real out — telegraph that mercy, not just damage, can end the fight.
Mad Tiger
Large monstrosity (shapechanger), chaotic evil
CR 6 · 2,300 XP · GUIDELINEKeen Smell. The mad tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the mad tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the mad tiger can make one bite attack against it as a bonus action.
Mindless Fury. Signature. The mad tiger is consumed by feral madness and will not flee while a living creature it can sense remains. While it has fewer than half its hit points (bloodied), it makes melee attacks with advantage, and any attack roll made against it has advantage as it abandons all defense.
Actions
Multiattack. The mad tiger makes two claw attacks and one bite attack.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and if the target is a creature it must succeed on a DC 15 Constitution saving throw or be unable to regain hit points until the end of its next turn as the wound festers.
Bonus Actions & Reactions
Blood Frenzy. When a creature within 10 feet of the mad tiger drops to 0 hit points, the mad tiger can use its bonus action to move up to half its speed toward another creature it can see.
A man-sized horror gone wrong in every proportion: a snarling tiger's head set on a hunched, broad-shouldered brute, arms swollen with muscle and tipped in black hooked claws, fur matted into knots and eyes burning a sick gold. It stands upright but moves like nothing that ever walked on two legs.
Mad Tiger, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Instinct (signature). The Mad Tiger has advantage on attack rolls against a creature if at least one of the stalker's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Raking Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Reactions
Flinch. When hit by a melee attack, the Mad Tiger can halve the damage and then move up to 10 feet without provoking opportunity attacks.
A half-turned victim, still mostly human, fur breaking through its skin and its eyes already gone gold — it follows the mad tiger the way fever follows a wound.
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 a Pounce charge to knock the squishiest target prone, then bite it down. At this tier its bite-rot is terrifying to a healer-light party, so make players spend resources. Pair it with a single bigger threat or a pack of lesser beasts; it is the muscle, not the mastermind.
Open by charging the back line, knocking a caster prone, and tearing in with Multiattack. Kill-priority is whoever heals — the festering bite shuts that down, so chase the cleric. Once bloodied, Mindless Fury makes it hit hard but easy to hit, so let the party trade blows; pair it with a flagship boss as the melee enforcer.
Open the same way but expect it to die in a few rounds at this tier — run two or three together as a maddened pride. Blood Frenzy lets them leapfrog from kill to kill, so cluster the party and punish whoever drops first. They are add-ons to an Tier-3 centerpiece, never the whole fight.
Put Mad Tiger 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 Mad Tiger?
Its home tier is CR 6 (Tier 2, levels 5-10): AC 15, 126 HP, +8 to hit, save DC 15. Scaled stat blocks for Tier 1 (~CR 2) and Tier 3 (~CR 11) are included so it drops cleanly into any party level.
Can Mad Tiger be a companion or ally?
Not as the raging beast itself, but the bundle includes the Fevered Stalker, Bound — a half-turned victim with Pack Instinct, Raking Claws, and a Flinch reaction — usable as a controlled minion or a tragic NPC. A druid or curse-breaker could also adopt a calmed version.
Is Mad Tiger a solo boss?
No. It has no legendary actions and is built as a high-impact add-on — pair it with a flagship boss as the melee enforcer, or field two to three as a maddened pride. On its own it is a brutal mid-fight spike, not a full 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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