Peri
Peri — The Encounter
Winged Daughter of Fire and Air, Exiled from Paradise · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Peri
In the older tellings of Persia the peris are the daughters of fire and air, creatures of surpassing grace who were shut out of paradise for some forgotten failing and now wander the high places, half in longing and half in mischief. They are not evil, though the wise once confused them with the malign div; rather they hunger for the cleanness from which they are barred, and a single morsel of filth flung in their faces will sicken and ground them. They guard travelers who keep faith, light the lost across salt deserts, and turn savage only on those who profane water or flame. A peri sustains herself, it is said, on the scent of perfume alone, and she dies a little each time a cruel word is spoken near her. Bind one to your cause and she will fight as a falling star fights, swift and luminous, until the wrong she serves becomes a wrong she cannot bear.
Run Peri in Sixty Seconds
- She fights from the sky. Open in the air with a Searing Bolt or faerie fire; her fly 60 ft. plus Updraft bonus action means she never has to land. Attacks from non-fliers have disadvantage on her.
- Kill-priority is reach. Players should target her with ranged attacks, spells, or fliers first; melee with no reach simply cannot touch her until she dives.
- When bloodied, she goes vertical. Have her climb to 60 ft. and trade glaive blows for Searing Bolts, only diving to finish a downed ally or punish a lone caster.
- Three ways to run her: (1) Guardian — she shields a sacred site, fighting only those who profane it; (2) Skirmisher — pair her with a grounded brute so the party must split fire; (3) Tragic ally — bind her, then have her balk and refuse the moment the party does something cruel.
- Remember Ash-Forbidden. Smart NPCs hurl filth to ground and poison her for a round; telegraph this so clever players can exploit it too.
Peri
Medium celestial (fey), neutral good
CR 6 · 2,300 XP · GUIDELINEDaughter of Fire and Air. The peri has advantage on saving throws against spells and other magical effects. While she is airborne, attack rolls against her have disadvantage from any creature without a flying speed.
Ash-Forbidden. Signature. A peri is barred from paradise and starves on a single ill word. If the peri is fed even one mote of foul or impure matter (a thrown clump of ash, dung, or carrion) as a successful improvised ranged attack, she is poisoned until the end of her next turn and cannot fly. Cunning foes hurl filth before they draw steel.
Innate Spellcasting. The peri's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: At will: light, sacred flame; 3/day each: cure wounds, faerie fire; 1/day: fly.
Actions
Multiattack. The peri makes two attacks with her spirit-glaive, or two Searing Bolt attacks.
Spirit-Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 7 (2d6) radiant damage.
Searing Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (3d8) radiant damage, and the target sheds dim light in a 5-foot radius until the end of its next turn (no benefit from being lightly obscured).
Bonus Actions & Reactions
Updraft (Bonus Action). The peri beats her wings and flies up to half her flying speed without provoking opportunity attacks.
Veiling Light (Reaction). When the peri is hit by an attack, she flares a curtain of radiance and gains +3 AC against that attack, possibly causing it to miss.
A slender, feather-cloaked spirit poised mid-leap on taloned bird-feet, owl-crested and many-winged, her long spirit-glaive sweeping a low arc of cold starlight.
Peri, Bound
Companion · acts on your initiative
Bound · GUIDELINEPlume of the Blessed Bird (signature). The companion radiates a 10-foot aura of warm light. Allies in the aura have advantage on saving throws against being frightened and regain 1 extra hit point per Hit Die spent during a short rest within it.
Actions
Talon Rake. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Reactions
Cushioning Wing. When an ally within 10 feet falls or is knocked prone, the companion sweeps in; the ally takes no fall damage and may stand without using movement.
A radiant winged familiar shed from the legendary Simurgh, gliding at the peri's shoulder like a second, smaller star.
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 air with Searing Bolt at range, then dive only on stragglers. If the party clusters, flit out of melee with Updraft and pick the softest caster. She is the flier piece next to a heavier ground threat; never let her be cornered on foot.
Open with faerie fire on the clustered front line, then glaive-strike the marked target from reach. Kill-priority is whoever can hit her in the air. When bloodied, burn fly and stay 60 ft. up, pelting Searing Bolts. Pair her with a grounded brute so the party must split fire.
Open high, faerie fire the casters, then full-attack from reach with Veiling Light banked for the biggest swing. Focus anyone who grounds her (filth attacks, grapple-fliers). Run her as the elite skirmisher escorting a true boss; she screens and harasses, never tanks.
Put Peri 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 Peri?
Her home tier is CR 6 (2,300 XP), tuned for a party of levels 5-10. Scale her down to roughly CR 2 for tier 1 or up to about CR 11 for tier 3 using the per-tier AC, HP, to-hit, and DC on the sheet.
Can Peri be a companion or ally?
Yes. A peri is neutral good and bound by honor rather than malice, so she makes a natural luminous ally or quest-giver. Use the Simurgh-Feather companion block, or run the peri herself as a temporary guardian who will abandon a party that profanes water, flame, or kindness.
Is Peri a solo boss?
No. She has no legendary actions and plays as a fast aerial skirmisher, so she shines as an add-on harassing a heavier centerpiece threat. Field two or three peris, or pair one with a grounded brute, rather than running her alone.
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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