Atlantean Striker 01
Atlantean Striker 01 — The Encounter
Trident-lancer of the drowned city, riding the deep on living tentacles · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Atlantean Striker 01
From the drowned terraces of a city the surface forgot, the Strikers are the spear-tip of Atlantis's standing tide-host. Each is bonded as a youth to a hatchling of the deep cephalopods, and the two grow as one creature thereafter, neither willing to fight without the other. They drill in the crushing dark below the thermocline, where light fails and pressure folds steel, learning to ride the currents the way landsmen ride the wind. In war they strike in disciplined wedges, the mounts' tentacles fouling oars and dragging swimmers under while the riders' coral-tipped tridents punch through hull and harness alike. They take no plunder and burn no homes; their codes forbid it. They come only to break a line, seize a reef, or carry word of the deep king's wrath, then vanish back beneath the swell before the foam has settled.
Run Atlantean Striker 01 in Sixty Seconds
- Charge math: always end last turn 30+ ft. away in water so this turn opens with Tide-Charge — that's +2d8 and a prone-and-push, the whole reason the model is scary.
- Open with: the mount's Tentacle Lash to grapple a caster or healer, then drag them toward deep water away from their party.
- Kill-priority: anyone who can't breathe water or fights badly while grappled — pull them under and let the action economy do the rest.
- When bloodied: stop trading blows; use Riptide Disengage to peel off, swim out, and set up a fresh charge instead of standing still.
- Three ways to run it: lone reef-skirmisher (hit-and-run); wedge of 2-3 strikers screening a boss; or one bound pair where you split rider and mount as separate threats.
Atlantean Striker 01
Large humanoid (atlantean) mounted on a Large beast, lawful neutral
CR 6 · 2,300 XP · GUIDELINEAmphibious. The striker and its mount can breathe air and water.
Tide-Charge. Signature. On a turn it moves at least 30 ft. straight toward a target through water, the striker's first trident hit deals an extra 9 (2d8) piercing damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 10 ft. away.
Pressure-Born. The striker has advantage on saving throws against being grappled or restrained while underwater.
Actions
Multiattack. The striker makes two Trident attacks. If it is mounted, its steed can also make one Tentacle Lash attack.
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Tentacle Lash (Mount). Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and a Medium or smaller target is grappled (escape DC 14).
Bonus Actions & Reactions
Riptide Disengage. Reaction (when a creature it can see ends its turn within 5 ft.): the striker's mount surges, letting the pair move up to half its swim speed without provoking opportunity attacks from that creature.
An armored deep-warrior rides a living kraken-spawn over a bed of coral, trident raised mid-charge. The mount's tentacles trail like banners, every limb a weapon.
Atlantean Striker 01, Bound
Companion · acts on your initiative
Bound · GUIDELINEInk Cloud (signature). Once per short rest while underwater, the calf expels ink in a 20-foot cube. The area is heavily obscured for 1 minute; the calf can then use a bonus action to swim up to its speed away.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Medium or smaller target is grappled (escape DC 13).
Reactions
Cushion the Rider. When its bonded rider takes damage while mounted, the calf can use its reaction to absorb 5 (1d10) of that damage.
A young deep-cephalopod, loyal to one rider for life and skittish around all others.
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 Tide-Charge from outside reach to knock the front-liner prone, then the mount grapples a softer target and drags it toward deeper water. Kill-priority: whoever can't swim. Pair it with a coral hazard or a second striker so the party can't gang the lone rider.
Lead every turn with a 30-ft. swim charge so Tide-Charge stays online; the mount grapples and hauls a caster away from the formation while the rider tridents anyone who breaks free. When bloodied, use Riptide Disengage to skirmish and reset the charge. Kill-priority: ranged supports and healers.
Run as a heavy cavalry add-on to a bigger threat (a deep-king or kraken-priest) and a lair of currents that push the party around. Open with charge-and-prone, grapple-drag a key PC into hazard, then disengage and re-charge. Never run it solo; pair it with minions or a flagship so its hit-and-run line actually lands.
Put Atlantean Striker 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 Striker 01?
Its home tier is CR 6 (Tier 2, levels 5-10): AC 16, 123 HP, +7 to hit, save DC 15. Scaled stats for Tier 1 (~CR 2) and Tier 3 (~CR 11) are in the tier table so you can drop it into any party level.
Can Atlantean Striker 01 be a companion or ally?
Yes. The mount, the Reef-Calf, makes a natural bound companion (AC 14, 74 HP) that grapples, screens with Ink Cloud, and can soak a hit for its rider. A captured or allied Striker also serves as a strong aquatic guide or escort for a seafaring party.
Is the Striker solo boss material?
No. It is a hit-and-run skirmisher with no legendary actions, so a full party will out-act it. Run it in a wedge of two or three, or as cavalry screening a larger threat like a kraken-priest or deep-king.
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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