Ramsay
Ramsay — The Encounter
The Fleshless Rider on a Steed of Burning Eyes · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Ramsay
They say Ramsay was a captain who swore he would not leave the field until the war was won, and the field has never let him leave. He fell with the banner still in his fist, and something older than mercy kept him upright in the saddle. Now he rides the line that armies fear to cross, a fleshless rider on a steed whose eyes hold the last embers of a burning town. Where his hooves fall, the grass blackens and the dead of older battles rise to follow. Soldiers tell of hearing the gallop before they see him, of the cold that runs ahead of the charge like a tide pulling back from the shore. He keeps no quarter and takes no prisoners, for prisoners are mouths that speak, and Ramsay has not spoken since the day his jaw went bare. He answers only to the war itself, and the war is not finished.
Run Ramsay in Sixty Seconds
- He is a battering ram, not a brawler. Keep him moving every turn; a stationary Ramsay wastes Charge and Dread Wheel.
- Open with the charge. Move 20+ ft. straight in, hit, add 2d10, force the DC 16 prone save, and trample a second body on the way through.
- Kill-priority: prone-then-press the casters and healers. Knock them flat, then use Dread Wheel the instant they stand or step away.
- When bloodied, stop trading blows toe-to-toe; pull back a lane, then charge again from fresh distance so the bonus damage and prone keep landing.
- Three ways to run him: as a lone fast-cavalry terror that picks off stragglers; as the charging hammer beside a stationary anvil-boss; or leading a screen of skeletal infantry so he always has an open charge lane.
Ramsay
Large undead, lawful evil
CR 11 · 7,200 XP · GUIDELINECharge. If Ramsay moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 11 (2d10) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Trampling Steed. Ramsay and his red-eyed steed act as one. When mounted, the steed shares Ramsay's turn and can move through the space of any creature one size smaller. Once on each of his turns, the steed may make a Hooves attack against a creature it moved through.
Actions
Multiattack. Ramsay makes two attacks with his Cleaving Axe.
Cleaving Axe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) slashing damage plus 7 (2d6) necrotic damage.
Hooves (Steed). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+5) bludgeoning damage, and a creature of Medium size or smaller must succeed on a DC 16 Strength saving throw or be knocked prone.
Bonus Actions & Reactions
Dread Wheel. Reaction. When a creature within 10 feet of Ramsay stands up from prone or tries to move out of his reach, the steed wheels and Ramsay makes one Cleaving Axe attack against it.
A fleshless warrior in tattered war-plate rides a rearing steed whose eyes burn crimson and whose hide is plated like iron. Beneath the charging hooves lie the broken swords and bare skulls of every rank that tried to hold the line.
Ramsay, Bound
Companion · acts on your initiative
Bound · GUIDELINEUnflagging Gallop (signature). The steed never tires and ignores difficult terrain made of bodies, rubble, or broken ground. It cannot be frightened and has advantage on saving throws against being knocked prone.
Actions
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+5) bludgeoning damage, and a Medium or smaller target must make a DC 16 Strength save or fall prone.
Reactions
Wheel and Cover. When its rider is hit by an attack, the steed pivots; the rider gains a +2 bonus to AC against that attack.
A barded warhorse with iron-plated flanks and coals for eyes, it carries the rider as readily as it carries the war that made them both.
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 Charge across the table so the prone effect and bonus damage land before anyone braces. Run him straight at the squishiest caster, knock them down, and let the steed trample the next rank. At this tier treat him as a lone cavalry terror, not a setpiece.
Charge in, knock the front-liner prone, then use Dread Wheel to punish whoever stands up or flees. Never let him sit still; gallop past, hit, and reposition for the next charge lane. Pair him with skeleton archers or spears so the party can't safely cluster.
Open by charging the back line: 60-ft. move, Cleaving Axe with Charge bonus, prone, then trample on the way through. Kill-priority is healers and casters; use Dread Wheel to deny the stand-up. Pair Ramsay with a bigger threat (a fell general or a risen war-host) and a screen of minions so he runs free as the hammer, not the anvil.
Put Ramsay 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 Ramsay?
His home tier is Tier 3 (levels 11-15) at CR 11, with AC 18, 199 HP, +9 to hit, and a DC 16 save. Scaled versions for Tier 1 (~CR 2) and Tier 2 (~CR 6) are provided so you can drop him into any party; the traits and actions stay identical and only the numbers move.
Can Ramsay be a companion or ally?
Ramsay himself is an adversary, but his Red-Eyed Steed is built as a bound companion (AC 16, 119 HP) with Unflagging Gallop, a Hooves attack, and a Wheel-and-Cover reaction. A necromancer PC or a sworn knight could ride it; the rider remains a foe.
Is Ramsay a solo boss?
No. He is a centerpiece cavalry threat but lacks a full solo action-economy kit, so a four-PC party will out-act him alone. Run him with minions, in a lair, or beside a bigger threat so his charges always have room and the party always has another problem to manage.
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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