Awra
Awra — The Encounter
Horned Butcher of the Burning Pits, Twin-Cleaver Brute · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Awra
The pit-records name Awra among the butcher-castes that serve the lawful tyrannies of the burning deep, bred not to scheme but to harvest. Where lesser spirits whisper bargains, Awra answers only the order to advance, and it advances over corpses. Its iron half-mask is no ornament but a brand, fixed to the faces of those devils trusted to spend themselves freely in the front rank. The twin hooked cleavers it bears are forged to bite and hold, dragging fleeing soldiers back into reach so that none escape the line. Scholars who have survived its summoning warn that Awra grows stronger the moment blood is spilled near it, feeding on slaughter as a flame feeds on oil. Bind it only with iron circles and the promise of a battle, for an Awra denied carnage will turn upon the one who called it. Its horns are trophies; its skulls are a tally.
Run Awra in Sixty Seconds
- Open by dragging Lead with Hooked Drag on the enemy's healer or caster: pull them 10 feet into the melee and grapple, so the soft target is now in Awra's reach instead of safe at the back.
- Kill-priority is fresh blood Whenever any creature near Awra drops to 0 HP, Blood in the Air gives it temp HP and +10 speed. Steer it toward the next likely kill to keep that engine running.
- When bloodied (62 HP), go reckless Flip Reckless Butcher on for advantage on every swing. Yes, it takes hits in return, but a bloodied Awra wants to trade blows and finish the line before it falls.
- Punish the runners Cull the Wounded means anyone who ends movement within 10 feet eats a free Cleaver. Players quickly learn they cannot stroll past it, which locks their formation in place.
- Three ways to run it As a brutal duo with Iron-Mask holding the line; as one of several butcher-devils in a wave; or as the front-line enforcer guarding a bigger boss. Never field it solo against a full party.
Awra
Large fiend (devil), lawful evil
CR 6 · 2,300 XP · GUIDELINEReckless Butcher. At the start of its turn, Awra can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Blood in the Air. Signature. When a creature within 30 feet of Awra is reduced to 0 hit points, Awra howls and gains 10 temporary hit points and a +10-foot bonus to its speed until the end of its next turn. The smell of fresh kills drives it forward.
Magic Weapons. Awra's twin cleavers are magical.
Actions
Multiattack. Awra makes two Cleaver attacks. If both hit the same target, the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Cleaver. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 4) slashing damage.
Hooked Drag. Melee Weapon Attack: +7 to hit, reach 10 ft., one Large or smaller target. Hit: 11 (1d12 + 4) slashing damage, and the target is pulled up to 10 feet toward Awra and grappled (escape DC 14).
Bonus Actions & Reactions
Cull the Wounded (Reaction). When a creature Awra can see ends its movement within 10 feet of it, Awra makes one Cleaver attack against that creature.
A red-hided brute crowned with sweeping ram horns, half its face sealed beneath a riveted iron mask. It wades into battle on infernal greaves, a hooked cleaver in each fist, the ground beneath its boots paved with the skulls of those who came before.
Awra, Bound
Companion · acts on your initiative
Bound · GUIDELINEShield Wall (signature). While Awra is within 5 feet of an ally, that ally gains a +2 bonus to AC against the first attack made against it each round.
Actions
Spiked Cleaver. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Reactions
Bound Vengeance. When the creature it is bound to takes damage, Awra may move up to its speed toward the attacker without provoking opportunity attacks.
A lesser butcher-devil chained to its master's will, masked in the same riveted iron, it holds the line where Awra carves the breach.
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 Hooked Drag on the squishiest backliner to yank it into the melee and grapple it, then Cleaver it down. Keep Reckless Butcher OFF at this tier unless a kill is one hit away. Pair it with a couple of cultists so Blood in the Air keeps triggering.
Open by dragging the healer or caster into the front line with Hooked Drag, then Multiattack to knock it prone. Turn ON Reckless Butcher once it has minions to soak the return fire, and use Cull the Wounded to punish anyone trying to disengage. Kill-priority: whoever drops first feeds Blood in the Air, so let it chase fresh blood. Pair it with a bigger boss or a wave of minions, not as a lone threat.
Run it as the flagship boss's front-line enforcer in its lair: it drags PCs off the wall and into the kill-box while the real threat works the back rank. Keep Reckless Butcher on permanently and let Blood in the Air snowball off dying minions. Do NOT field it solo against a full party; pair it with a bigger threat or a swarm of devils.
Put Awra 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 Awra?
Awra is built as a Challenge Rating 6 adversary (2,300 XP) at its native Tier 2, a fair match for a party of four around levels 5-10. The block also scales to Tier 1 (levels 1-4) and Tier 3 (levels 11-15) using the same traits with adjusted numbers.
Can Awra be a companion or ally?
Yes. Use the bound companion profile, Iron-Mask, Bound (AC 15, 75 HP), as a lesser butcher-devil chained to a player or NPC. It holds the line with Shield Wall and rushes to the defense of whomever it is bound to via Bound Vengeance, making a solid frontline ally rather than a full boss.
Is Awra a spellcaster?
No. Awra is a pure melee brute with no spellcasting. Its threat comes from twin hooked cleavers, the ability to drag and grapple ranged enemies into reach, and the Blood in the Air trait that makes it faster and tougher every time something dies near it.
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 Awra 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.
Log in to comment