Razothorn the Crimson Lord
Razothorn the Crimson Lord — The Encounter
The crowned dead enthroned upon a hill of skulls · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Razothorn the Crimson Lord
They say Razothorn was a warlord who could not abide an ending. When the plague took his host and the crows came for his banners, he made a vow over a barrow of his own slain men: that death would serve him as life never had. The crown he wears is not metal but bone, fused to his brow by some bargain whose price he paid in his own warm blood, which still runs crimson down arms that should long ago have gone to dust. He keeps court upon a hill of skulls, and those who climb it to challenge him find their wounds will not close and their courage will not hold. The dead about his feet are not trophies but courtiers; at a gesture they rise to strike, then lie down again, patient as the grave. Folk of the old country do not speak his name after dark, for the crowned dead are said to hear it, and to remember.
Run Razothorn the Crimson Lord in Sixty Seconds
- Open with Dread Sovereign. The frighten-and-prone aura hits before initiative damage matters; anyone who fails by 5+ eats a turn getting up, so this is your first move every round it isn't already saved against.
- Kill-priority is the healer. The Soulreaver Mace stops a hit creature from regaining hit points until Razothorn's next turn, so down the cleric early and the no-healing rider does the rest.
- Save Withering Decree for a cluster. The 30-foot cone wants three-plus targets and leaves difficult bone-terrain behind; fire it the round the party bunches, then trap them in the rubble.
- When bloodied (below 97 HP), go aggressive. Lean on legendary Mace Strikes and Marshal the Dead to keep two-plus attacks landing each round, and Crowned Tread away from any grapple.
- Three ways to run it: solo boss on its skull-mound lair leaning on legendary actions; warlord with risen dead or skeletons feeding Marshal the Dead; lieutenant beside a bigger threat where Crimson Recompense taxes the melee line.
Razothorn the Crimson Lord
Large undead, lawful evil
CR 11 · 7,200 XP · GUIDELINECrown of Carrion. While Razothorn stands within 30 feet of three or more bones or corpses (such as its barrow of skulls), it has advantage on saving throws against being charmed and on Constitution saving throws to maintain concentration.
Dread Sovereign. Signature. Any creature that starts its turn within 20 feet of Razothorn and can see it must succeed on a DC 16 Wisdom saving throw or be frightened until the start of its next turn. A creature that fails by 5 or more also drops to the ground prone as its knees buckle in the presence of the crowned dead. A creature that succeeds is immune to this trait for 24 hours.
Actions
Multiattack. Razothorn makes two attacks with its Soulreaver Mace.
Soulreaver Mace. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 5) bludgeoning damage plus 9 (2d8) necrotic damage, and the target cannot regain hit points until the start of Razothorn's next turn.
Withering Decree (Recharge 5-6). Razothorn raises its mace and speaks a word of unmaking. Each creature in a 30-foot cone must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a success. The ground in the cone is sown with grasping bone until the end of Razothorn's next turn, becoming difficult terrain.
Bonus Actions & Reactions
Crimson Recompense. Reaction. When a creature Razothorn can see within 10 feet hits it with a melee attack, Razothorn retaliates, dealing 9 (2d8) necrotic damage to that creature.
Legendary Actions (3/Round)
Legendary Actions. Razothorn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Razothorn regains spent legendary actions at the start of its turn.
Mace Strike. Razothorn makes one Soulreaver Mace attack.
Marshal the Dead (Costs 2 Actions). Razothorn points at a fallen creature or pile of bones it can see within 30 feet. A bone-puppet rises and makes a single melee attack (+5 to hit, 5 (1d8 + 1) slashing damage) against a creature of Razothorn's choice, then collapses.
Crowned Tread (Costs 2 Actions). Razothorn moves up to its speed without provoking opportunity attacks. Each creature it moves within 5 feet of must succeed on a DC 16 Strength saving throw or be knocked prone.
A towering corpse-king in ancient spiked plate, its skull crowned with curling horns and its bare arms flushed an unnatural crimson, Razothorn looms over a mound of the slain, a great ornate mace clutched in one fist.
Razothorn the Crimson Lord, Bound
Companion · acts on your initiative
Bound · GUIDELINEOathbound Guardian (signature). While within 30 feet of the creature that bound it, Razothorn, Bound has advantage on saving throws against being frightened or charmed, and that creature has advantage on death saving throws.
Actions
Soulreaver Mace. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d8 + 1) bludgeoning damage plus 4 (1d8) necrotic damage.
Reactions
Crimson Recompense. When a creature within 10 feet hits the bound one's ward with a melee attack, Razothorn deals 4 (1d8) necrotic damage to that attacker.
A vow can be turned, if the binder is strong enough: the Crimson Lord knelt, and now its great mace guards another's life instead of taking it.
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.
A grave-knight remnant: open with Dread Sovereign to scatter the party, then wade into whoever stayed. Kill-priority the cleric so wounds stay open under the mace's no-healing rider. Pair it with a few skeletons rather than running it alone at this tier.
Lead with Withering Decree into the clustered front line, then Multiattack the squishiest target in reach. Crimson Recompense punishes melee, so let them come to it on the bone-field. Run it with risen minions or as a lieutenant beside a bigger threat.
Centerpiece boss. Open with Dread Sovereign + Withering Decree on a cluster, then Multiattack the healer to lock down healing. Spend legendary actions on Mace Strike and Marshal the Dead to out-action the party; use Crowned Tread to reposition out of grapples. Strongest atop its skull-mound lair with risen dead feeding the action economy.
Put Razothorn the Crimson Lord 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 Razothorn the Crimson Lord?
Razothorn's home build is CR 11 (Tier 3, levels 11-15): AC 18, 195 HP, +9 to hit, save DC 16. It is solo-capable thanks to legendary actions and a punishing reaction, so its sheet already plays up a band. Scaled stat blocks for Tier 1 (~CR 2) and Tier 2 (~CR 6) are included if you want to drop it in for a lower-level party.
Can Razothorn be a companion or ally?
Yes. The companion block 'Razothorn, Bound' (AC 16, 117 HP) models a Crimson Lord whose oath has been turned to a binder's service: its Oathbound Guardian trait shores up its ward against fear and death, its mace still hits hard, and Crimson Recompense punishes anyone who strikes the one it guards.
How do I run Razothorn as a solo boss?
Stage the fight on its mound of skulls so Crown of Carrion is active, open with Dread Sovereign and Withering Decree, then spend legendary actions on Mace Strike and Marshal the Dead so the party never out-acts it. Use Crowned Tread to escape grapples and the Soulreaver Mace to shut down healing on whoever you most need dead.
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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