Camilla
Camilla — The Encounter
Winged bride of the night, sweet-voiced drinker of sleeping blood · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Camilla
Of the brides who haunt the old castle, Camilla is the kindest to look upon and the cruelest to trust. The grimoires name her a creature of folklore older than the keep itself, a guest who arrives by invitation, lingers as a beloved companion, and visits the bedchambers of her hosts only by night. Her wings are not those of any bat but membranes of cold shadow that fold away when she walks among the living. She does not hunt; she courts. A whispered word, a song half-remembered, and the strongest will grows heavy with drowsing sweetness until the throat is bared willingly. Those she drains waste in pallor for weeks, dreaming always of her face, until at last they rise pale and winged to join her. Holy light and the clean rush of running water unmake her, and the unrisen sun is her single dread. She fears it as a lover fears the morning that ends the dance.
Run Camilla in Sixty Seconds
- Open from the air — fly in at 30 ft. on turn one so Drowsing Allure forces a DC save and halves the cluster's speed before anyone closes.
- Grapple, then Bite — Claws to grapple the softest target, then Bite for the necrotic max-HP drain that heals her; that combo is her whole damage engine.
- Kill-priority is whoever carries radiant — clerics, paladins, and holy-water flasks shut off her Regeneration. Drop or harry them first.
- When bloodied — Wing Dash up and away each turn, kiting melee while Regeneration claws 10 HP back; she stalls until sunrise unless the party has light.
- Three ways to run her — (1) coy duelist who courts one PC at a time, (2) airborne skirmisher screened by night creatures, (3) lieutenant feeding a flagship vampire lord.
Camilla
Medium undead, lawful evil
CR 6 · 2,300 XP · GUIDELINERegeneration. Camilla regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If she takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.
Drowsing Allure. Signature. A creature that starts its turn within 30 feet of Camilla and can see her must succeed on a DC 14 Wisdom save or have its speed halved until the start of its next turn as a sweet, sleepy lethargy creeps over it. A creature that succeeds is immune to this trait for 24 hours.
Sunlight Sensitivity. While in sunlight, Camilla has disadvantage on attack rolls and on Perception checks that rely on sight.
Actions
Multiattack. Camilla makes two attacks, only one of which can be a Bite.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. Instead of dealing damage, Camilla can grapple the target (escape DC 15).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Camilla, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Camilla regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this reduces its hit point maximum to 0.
Bonus Actions & Reactions
Wing Dash. Bonus Action. Camilla beats her great bat wings and flies up to half her flying speed without provoking opportunity attacks.
A pale beauty crowned with vast leathery wings, Camilla hangs in the air above a cairn of bones, lips parted in a fanged, inviting smile. She is loveliness made predatory, the last gentle face the sleeping ever see.
Camilla, Bound
Companion · acts on your initiative
Bound · GUIDELINESworn to the Bride (signature). While within 30 feet of Camilla, Camilla has advantage on saving throws against being frightened and adds her Charisma bonus to her first attack roll each turn.
Actions
Raking Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.
Reactions
Shield Her Mistress. When Camilla within 5 feet is hit by an attack, Camilla can swap places with her and take the damage instead.
A half-turned thrall, still beautiful, still desperate to please the one who is killing her by inches.
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 Drowsing Allure to slow the party's frontline, then dive on the slowest target to grapple-and-Bite for the max-HP drain. Kill-priority is the caster; bounce off with Wing Dash before they recover. Pair her with a handful of skeletons or a stronger vampire so she stays mobile and never gets surrounded.
Open by flying in at 30 ft. so Drowsing Allure catches the cluster, then grapple the squishiest PC and Bite to feed and chip their max HP. Use Wing Dash every turn to kite melee and stay out of reach; Regeneration outlasts anyone who can't bring radiant or holy water. Best fielded alongside a flagship vampire lord or with night-creature minions screening for her.
She is not a solo threat at this tier; pair her with a bigger boss or her castle's lair. Lead with Drowsing Allure on the densest knot, then drain the controller or healer, regenerating between dives via Wing Dash. Force the party to spend their radiant and holy water on her so the flagship lands unanswered.
Put Camilla 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 Camilla?
Her home build is CR 6 (2,300 XP), a Tier 2 threat for parties of levels 5-10. The record also gives a Tier 1 (~CR 2) and a Tier 3 (~CR 11) version using the same traits with rescaled numbers.
Can Camilla be a companion or ally?
Yes, but as a coldly self-interested one. Her drowsing allure and life-drain make her a devastating, dangerous patron rather than a trusted friend; a party that earns her favor gains a flying assassin who will never bleed for them. The companion block also offers Mireille, her half-turned thrall, as a loyal NPC ally.
Why isn't Camilla solo-capable?
She has no legendary actions and only a single mobility bonus action, so a four-person party out-acts her in the economy. She shines as an add-on: field her beside a flagship vampire lord or with night-creature minions so she can stay airborne and pick off soft targets.
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 Camilla 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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