Atlantean Striker 03
Atlantean Striker 03 — The Encounter
Spear-rider of drowned Atlantis, lancer upon a living tide · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Atlantean Striker 03
Of the host of sunken Atlantis the grimoires name the Strikers first, for they are the lances of the deep current. Each is bonded young to a cuttle-steed birthed in the brood-reefs, and the two grow as one creature thereafter: where the rider points the trident, the beast carries the whole weight of the tide. They guard the coral marches and the drowned colonnades, charging out of the gloom in silence and folding back into it before the water settles. Their abyss-mail drinks the cold of the trench and pays it back through the spear, so that a wound from a Striker burns numb and blue. Sailors who pass above the old towers speak of a glow rising, a rush of displaced water, and a comrade simply gone over the rail. The Strikers do not parley. They ride for the city that the surface forgot, and they ride in numbers.
Run Atlantean Striker 03 in Sixty Seconds
- Charge or nothing. The Striker lives on Tidal Lance: move 20+ ft straight in, hit, deal +2d8 and force a DC 14 Str save or prone. If it can't charge, it's half a threat.
- Hit and run. After its turn, use Riptide Withdraw on the nearest enemy's turn to slip half the mount's swim speed away with no opportunity attacks. It should never be standing still.
- Kill-priority: the caster. It dives the backline first, knocks the squishiest prone, and the prone target eats the second trident at advantage.
- When bloodied, stop trading blows: ink-cloud (the steed) to break line of sight, withdraw, and re-charge next round from a new angle.
- Three ways to run it: (1) lone harasser nipping a marching party from deep water; (2) a matched pair flanking around a heavier boss; (3) a reef-ambush lance line that charges all at once, prones the front rank, then scatters.
Atlantean Striker 03
Medium humanoid (atlantean), neutral
CR 6 · 2,300 XP · GUIDELINEAmphibious. The striker can breathe air and water.
Tidal Lance. While mounted and moving at least 20 feet straight toward a target before a melee attack with its trident, the striker deals an extra 9 (2d8) damage on a hit, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. The whole sea hits behind the point.
Actions
Multiattack. The striker makes two trident attacks.
Abyssal Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 16 (2d10 + 4) piercing damage, plus 7 (2d6) cold damage.
Bonus Actions & Reactions
Riptide Withdraw. Reaction (while mounted), when a creature ends its turn within 5 feet of the striker, the mount surges away and the striker may move up to half the mount's swim speed without provoking opportunity attacks.
A helmeted lancer of drowned Atlantis sits astride a great living cuttlefish, abyss-mail crackling with bioluminescent veins, trident leveled as the beast's tentacles boil beneath the reef.
Atlantean Striker 03, Bound
Companion · acts on your initiative
Bound · GUIDELINELiving Camouflage (signature). While in dim light or underwater, the steed can take the Hide action as a bonus action and has advantage on Dexterity (Stealth) checks.
Actions
Tentacle Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 13).
Reactions
Ink Cloud. When the steed takes damage while underwater, it may exude a 10-foot cloud of ink; the area is heavily obscured until the end of the steed's next turn, then disperses.
A great pale cuttlefish broad as a warhorse, its skin rippling with light, bonded to its rider since the brood-reef.
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 Tidal Lance charge from the dark to drop your tankiest target prone, then ride out of reach. Kill-priority is anyone in light water who can pin the mount. Pair it with sahuagin or other deep raiders so it skirmishes while they swarm.
Open by charging the clustered backline: Tidal Lance knocks one prone, then both trident attacks land. Hit-and-run with Riptide Withdraw every round so melee PCs never get a full turn on it. Kill-priority is the party caster; run a pair of Strikers as flanking lancers around a heavier deep-sea threat.
Run it as a lair skirmisher beside a bigger threat (a leviathan or a drowned warlord), charging in to soften and prone before the heavy hitter lands. Open every reef-ambush with a Tidal Lance from concealment, then withdraw. Do not run it alone here; it is a lance, not the army.
Put Atlantean Striker 03 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 03?
Its home stat block is CR 6 (Tier 2, levels 5-10): AC 16, 127 HP, +7 to hit, save DC 14. Scaled-down (CR 2-ish) and scaled-up (CR 11-ish) versions are provided in the tiers table so you can drop it into any party level.
Can Atlantean Striker 03 be a companion or ally?
Yes. The bonded Cuttle-Steed is statted as a companion (AC 14, 76 HP) with Living Camouflage, a grappling Tentacle Lash, and an Ink Cloud reaction. An allied Striker also makes a strong NPC mounted skirmisher for an aquatic-themed party.
Is the Atlantean Striker a solo boss?
No. It is a mounted skirmisher designed to charge, prone, and withdraw, not to soak a whole party's action economy. Run it with minions or beside a larger flagship threat; its Tier 3 build is a lair lancer, not a one-creature fight.
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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