Oryol
Oryol — The Encounter
Serpent-Queen of the Bicol Marsh, Twin Blades Drawn · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Oryol
In the old country of the Bicol, before the rivers were named, dwelt Oryol the serpent-maiden, daughter of waters and wile. Her upper half was that of a beautiful woman; below the waist she was a great python whose coils could fill a river-bend. She was cunning beyond the reckoning of men, and where strength would not serve her she wove charm and riddle until even heroes laid down their spears. They say she warred long against the marsh-tamer Handyong, matching him stroke for stroke through the bamboo brakes, and that in time mutual respect cooled their war into truce. Folk of the buffalo-clans still leave offerings of rice at the river's edge so that Oryol will let their boats pass and bind the lesser monsters of the deep on their behalf. To meet her twin blades in the reeds is to bargain with the marsh itself, for she keeps no promise she has not first turned to her own advantage.
Run Oryol in Sixty Seconds
- She is a controller-duelist, not a brute. Run Oryol to restrain and lock down one target with her coils, then gang up your other monsters while the party is short a hero.
- Open with Coil and Constrict on a clustered melee, then full Multiattack (two blades + Tail Sweep) on whoever fails the save.
- Hold the Riposte reaction for the first front-liner who swings and misses — it makes engaging her in melee feel dangerous.
- Kill-priority is the restrain-breaker: whoever can free the pinned PC. Drop them and the lockdown holds.
- When bloodied, slither away: release coils as a free action, dive into deep water on her 40 ft. swim, and re-position to ambush from a new reed-line.
Oryol
Large monstrosity (shapechanger), neutral
CR 6 · 2,300 XP · GUIDELINETwin-Bladed Defense. While Oryol wields two blades, she has advantage on saving throws against being grappled and gains a +2 bonus to AC (included above) against the first melee attack made against her each round.
Coil and Constrict. Signature. A creature that starts its turn within 5 ft. of Oryol's serpentine coils must succeed on a DC 14 Strength save or be restrained until the start of its next turn as her loops tighten. She can release a restrained creature as a free action to slither away.
Amphibious. Oryol can breathe air and water, and she ignores difficult terrain made of mud, reeds, or shallow water.
Actions
Multiattack. Oryol makes two Twin Blade attacks and one Tail Sweep.
Twin Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage.
Tail Sweep. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength save or be knocked prone.
Bonus Actions & Reactions
Riposte (Reaction). When a creature Oryol can see misses her with a melee attack, she makes one Twin Blade attack against it.
Half-woman, half-serpent, Oryol rises crowned with windswept hair, a sword in each hand, her vast scaled coils threaded through a thicket of bamboo stakes driven into the marsh.
Oryol, Bound
Companion · acts on your initiative
Bound · GUIDELINEReed-Walker (signature). Oryol ignores difficult terrain and has advantage on checks to track creatures through marsh, reeds, or shallow water.
Actions
Hunting Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d8 + 4) piercing damage, or 11 (1d10 + 4) if used in two hands to make a melee attack.
Reactions
Snare the Coil. When an ally within 30 ft. is restrained, Oryol can use his reaction to make a DC 13 Strength check; on a success the ally is freed.
The hero who hunted the marsh's monsters one by one, and who alone fought Oryol to a standstill before they made their wary peace.
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 the reeds with a Tail Sweep to knock the front-liner prone, then hem the party with coils. Kill-priority is whoever can break the restrain; keep slithering through cover and use Riposte to punish chasers. Pair her with a swarm of marsh beasts so she is the controller, not the lone target.
Lead with Coil and Constrict on a clustered melee, then full Multiattack the restrained victim. Hold Riposte for the first sword-fighter who closes. When bloodied she breaks coils and uses swim speed to reset in deep water; pair her with a bigger flagship boss as the duelist piece that pins the party's striker.
Same play, harder numbers: restrain the squishiest reachable target, then carve it with three attacks. Use the marsh to deny ranged angles and Riposte every melee miss. She is still an add-on duelist, not a solo, so flank her around a heavier centerpiece that absorbs the alpha strike.
Put Oryol 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 Oryol?
Natively CR 6 (2,300 XP), tuned for a level 5-10 party. The sheet also scales down to a CR 2-flavored T1 build (levels 1-4) and up to a CR 11-flavored T3 build (levels 11-15) using the same traits and actions with shifted numbers.
Can Oryol be a companion or ally?
Yes. Her folklore turns on a hard-won truce with the hero Handyong, so she works beautifully as a wary ally who will guide boats through the marsh and bind lesser monsters — provided the bargain serves her too. Use the included Handyong, Marsh-Tamer profile as her counterpart or as a guest party member.
Is Oryol a solo boss?
No — solo_capable is false. She has no legendary actions and is built as an add-on duelist who pins and isolates a single hero. Pair her with a larger flagship threat or a pack of marsh creatures rather than running her alone against a full party.
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 Oryol 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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