Ra
Ra — The Encounter
Falcon-headed sun lord who sails the sky and the abyss · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Ra
In the old testimonies of the Two Lands, Ra is the kindler of the world, the falcon-headed lord who is born each dawn at the eastern horizon, sails the daytime sky in his solar barge, and dies in fire at the western edge only to wage war through the twelve hours of night against the serpent of chaos that would swallow the sun. Priests named him the self-made one, who spoke the first names and called gods and men into being from his own tears and utterance. By day he is mercy and order, the measure by which crops ripen and law is judged; by night he is a warrior wreathed in flame, harrowing the underworld with spear and word so that morning may come at all. To stand before Ra is to be seen wholly, for nothing hidden survives noon. Those who war upon him do not fight a creature but the turning of the day itself, and the day has never once failed to return.
Run Ra in Sixty Seconds
- He is a flying boss. Keep Ra at 60-90 ft. and rain Searing Word down; only descend to melee when you want the Crown of the Sun Disk to roast a cluster, then beat Wings of Dawn to climb back up.
- Open with Searing Word on the enemy healer or top damage-dealer, then Multiattack the same target so the Was-Scepter's no-regain rider locks healing off the field.
- Kill-priority is healers and concentration casters. Spend legendary Talon Strikes hammering whoever is concentrating, and Blinding Flare whenever two or more foes stand within 20 ft.
- When bloodied, lean on Solar Barge: the first drop to 0 each day becomes 1 hp unless it was radiant damage, so play recklessly and dare them to out-burst the sunrise.
- Three ways to run him: aerial sniper (kite with Searing Word), melee sun-furnace (dive in, let the Crown tick, Wings of Dawn to reset), or capstone duel paired with Bennu for a relentless two-body fight.
Ra
Large celestial, lawful neutral
CR 11 · 7,200 XP · GUIDELINECrown of the Sun Disk. Signature. Ra is wreathed in burning daylight. At the start of each of his turns, each creature within 10 feet of him takes 7 (2d6) radiant damage. A creature that ends its turn within 5 feet of Ra must succeed on a DC 17 Constitution saving throw or be blinded until the start of its next turn.
Solar Barge. Ra cannot be surprised, and the first time he would drop to 0 hit points on a given day, he instead drops to 1 hit point as the sun rises again behind him (does not function if reduced to 0 by radiant damage).
Actions
Multiattack. Ra makes two attacks: one with his Was-Scepter and one with his Talons. He may replace one attack with Searing Word (recharge 5-6 if no spell slot remains).
Was-Scepter. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 5) radiant damage, and the target cannot regain hit points until the start of Ra's next turn.
Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Searing Word. Ra unleashes a lance of noon light at one creature he can see within 60 feet. The target must make a DC 17 Dexterity saving throw, taking 36 (8d8) radiant damage on a failure, or half as much on a success. On a failure, the target is also blinded until the end of its next turn.
Bonus Actions & Reactions
Wings of Dawn (Reaction). When a creature Ra can see within 30 feet hits him with an attack, Ra beats his great wings. The triggering creature must succeed on a DC 17 Strength saving throw or be pushed 15 feet away and knocked prone, and Ra may fly up to half his speed without provoking opportunity attacks.
Legendary Actions (3/Round)
Sun-Step. Ra flies up to half his speed without provoking opportunity attacks.
Talon Strike. Ra makes one Talons attack.
Blinding Flare (Costs 2 Actions). Ra flares with the light of the disk. Each creature within 20 feet must succeed on a DC 17 Constitution saving throw or take 10 (3d6) radiant damage and be blinded until the end of its next turn.
A towering falcon-headed figure of bronze daylight, armored in a jeweled solar pectoral, his vast white-and-shadow wings flung wide as he steps from a shattered temple plinth, was-scepter raised like a measuring rod against the dark.
Ra, Bound
Companion · acts on your initiative
Bound · GUIDELINERebirth in Flame (signature). When Ra drops to 0 hit points, it bursts into solar fire. Each creature within 10 feet takes 14 (4d6) fire damage (DC 15 Dexterity save for half), and at the start of the next dawn (or after 1 hour) Ra reforms with half its hit points.
Actions
Burning Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) fire damage.
Reactions
Dawnward Shield. When an ally within 10 feet would take radiant or fire damage, Ra interposes its wings and reduces that damage by 10 (minimum 0).
A heron-eagle of living sunfire that wheels above Ra's shoulders, dying and rekindling with every sunrise it has ever seen.
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 Searing Word on the squishiest caster from the air, then stay airborne and out of melee. If the party clusters, drop low so the Crown of the Sun Disk ticks several of them, then beat Wings of Dawn to scatter them again. Kill-priority is anyone with healing; the Was-Scepter shutting off hit-point regain is your finisher.
Lead with Searing Word to blind a frontliner, then Multiattack the same target so the missed regain locks them out of healing. Hover at 60 feet and force the party to come to you; Wings of Dawn resets any melee threat. Spend legendary Talon Strikes on whoever is concentrating, and Blinding Flare when two or more enemies are within 20 feet.
Run Ra as a solo capstone: open from the air with Searing Word, then Multiattack the healer to deny regain. Each turn loop legendary Sun-Step out of reach and Talon Strike the concentration caster; Blinding Flare when the party bunches. Save Solar Barge by avoiding being finished on radiant damage, and remember the Crown punishes anyone who hugs him. Pair with Bennu if you want a sustained two-body fight.
Put Ra 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 Ra?
Ra is built as a CR 11 solo centerpiece (XP 7,200) on his native Tier 3 sheet, with legendary actions and the Solar Barge trait letting him play up against an 11th-15th level party. Tier 1 and Tier 2 sheets are provided to drop him in as a climactic threat for lower-level tables; the traits and tactics stay identical and only the numbers move.
Can Ra be a companion or ally?
As a self-made sun lord Ra rarely serves anyone, but he may grant a boon by sending Bennu, the Kindled, the rekindling firebird, to fight at a worthy champion's side. Use the companion block for Bennu rather than fielding Ra himself as a follower.
Why is Ra a celestial and not a god-statted deity?
He is statted as what the render shows: a Large radiant celestial built for a playable boss fight, not an unkillable cosmic force. The Solar Barge trait and his radiant immunities evoke his daily death-and-rebirth without making the encounter unwinnable, so a party can actually defeat him at the table.
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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