Atlantean Brute 01
Atlantean Brute 01 — The Encounter
Shark-blooded warrior of the drowned and fallen Atlantis · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Atlantean Brute 01
When the proud island-kingdom went down beneath the swallowing sea, not all of its soldiery drowned cleanly. The deep takes what it pleases and gives back something hungrier. These brutes are the get of that bargain: men of Atlantis remade in the image of the great fish that fed on the dead, broad-shouldered and slate-skinned, with the flat black eyes and razored grin of the hunting shark. They keep the discipline of the old legions only as far as the smell of blood permits, and then they keep nothing at all. A pod will herd swimmers and shipwrecked sailors the way wolves herd deer, driving them into the shallows where the brutes' weight and reach tell. They guard the broken colonnades of the drowned city out of an instinct older than loyalty, and they remember, dimly and with rage, that they were once meant to be more than teeth.
Run Atlantean Brute 01 in Sixty Seconds
- Hold then pounce. Don't waste turn one on a full PC - position with bite-and-shift, then let Blood Frenzy lock the brute onto the first creature that takes a hit.
- Kill-priority is whoever is already bleeding. The brute gets advantage and bonus damage on anything missing hit points, so it should always chase the wounded, not the toughest target.
- Open with Riptide Charge when they cluster. Drive it in a straight line to prone and scatter a knot of melee, then Multiattack out of the wreckage.
- When bloodied, it gets reckless, not cautious. It pushes deeper toward soft targets near water; lean into that recklessness rather than playing it safe.
- Three ways to run it: flooded-ford ambush pod, drowned-city gate guard beside a caster, or the muscle of a larger Atlantean warband - never a lone boss.
Atlantean Brute 01
Large monstrosity, neutral evil
CR 6 · 2,300 XP · GUIDELINEAmphibious. The brute can breathe air and water.
Blood Frenzy. Signature. The brute has advantage on melee attack rolls against any creature that does not have all its hit points. While the brute can smell or see a bloodied creature within 30 feet, its melee weapon attacks deal an extra 1d8 damage (already included once below when conditions are met).
Actions
Multiattack. The brute makes two attacks: one with its trident-spear and one with its bite.
Trident-Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage. On a critical hit, or against a creature missing any hit points, the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, and the brute can immediately move up to 10 feet without provoking opportunity attacks.
Bonus Actions & Reactions
Riptide Charge (Recharge 5-6). As a bonus action, the brute moves up to its swim speed in a straight line through or toward enemies. The first creature it passes within 5 feet must make a DC 14 Strength saving throw, taking 9 (2d8) bludgeoning damage and being knocked prone on a failure.
A towering shark-headed warrior of sunken Atlantis, all coiled muscle and bared teeth, clutching a barbed trident-spear and crouched to lunge. Gold bands and harness-scraps are the only trophies it bothered to keep above the waves.
Atlantean Brute 01, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Hunter (signature). Atlantean Brute 01 has advantage on attack rolls against a creature if at least one of the bound creature's allies is within 5 feet of the target and isn't incapacitated.
Actions
Barbed Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage.
Reactions
Drag Under. When a creature within 5 feet in or adjacent to water is hit by an ally's attack, Atlantean Brute 01 can use its reaction to make a contested Athletics check; on a success it pulls the target 5 feet toward the nearest deep water.
A leaner shark-kin runt that trails the brute as outrider, baiting prey into the bigger hunter's reach.
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 the bite-and-shift so it ends adjacent to your softest PC, then it locks onto anyone already hurt thanks to Blood Frenzy. Kill-priority is the wounded; let it pick off stragglers near water. Pair it with a couple of Reeflings as a low-level pack ambush at a flooded ford.
Open with Riptide Charge into the cluster to scatter and prone them, then Multiattack the first bloodied target it reaches. Once any PC is wounded, Blood Frenzy makes the brute a guided missile aimed at that PC - protect your low-AC casters. Run it in a pod of 2-3 or as the muscle beside a drowned-city spellcaster; it is an add-on, not a solo threat.
Field it as the frontline anchor of a drowned-Atlantis warband or lair fight, never alone - a high-level party out-acts a single brute. Lead with Riptide Charge to prone the line, then hammer the most-wounded PC; keep it bracketed by minions and a stronger caster so its single turn lands while the lair does the rest.
Put Atlantean Brute 01 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 Atlantean Brute 01?
Its home build is CR 6 (Tier 2, levels 5-10): AC 15, 126 HP, +7 to hit, save DC 14. Scaled stat blocks are provided for Tier 1 (~CR 2) and Tier 3 (~CR 11) so you can drop it into any table.
Can Atlantean Brute 01 be a companion or ally?
Yes - use the bundled "Reefling, Bound" companion block (AC 14, 76 HP) as a tamed or coerced shark-kin outrider for a sea-touched PC or allied pod. The full brute is built as an adversary or pack-leader, not a balanced party member.
Is the Atlantean Brute solo-boss material?
No. It has a strong single turn but no legendary actions or punishing reactions, so a four-player party will simply out-act it. Run it in a pod of two or three, or as the frontline muscle beside a drowned-city spellcaster or larger threat.
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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