Gunnr
black-winged lancer of the flight, war-maiden of the charge
Gunnr — The Encounter
black-winged lancer of the flight, war-maiden of the charge · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Gunnr
Old war-song lists Gunnr among the first valkyries sent to choose the slain, and the name means strife itself. In the flight she is the hammer of the charge, the maiden who picks one champion from the enemy ranks and rides him down with a couched lance. Her reach lets her strike before the foe can answer, and her hit-and-fly leaves her clear for the next pass while her sisters flood the gap she tore. Gunnr does not linger to duel; her craft is the strike and the wheel-away, the strife she sows that lets the rest of the Maidens of Valkyria reap. Where her black wings cross the field, a line of the doomed is already chosen.
Run Gunnr in Sixty Seconds
- Open with a 20-foot diving lance then Lance of the Fallen adds 2d12 and a free 20-foot fly-away.
- Pick one priority foe then spear it from 10-foot reach before it can answer.
- Wheel out after the strike then line up the next charge instead of standing to trade.
- Stay with the flight then your sisters pour into the gap your charge tears open.
Gunnr
Large celestial, lawful neutral
CR 6 · 2,300 XP · GUIDELINELance of the Fallen (signature). If Gunnr's winged steed flies at least 20 feet straight toward a target before she hits it with the lance, the lance deals an extra 13 (2d12) piercing damage and Gunnr can immediately fly 20 feet without provoking opportunity attacks.
Reach of the Spear. Gunnr's lance has 10-foot reach, letting her strike from her steed's flank while sisters close in.
Actions
Multiattack. Gunnr makes one lance attack and one hooves attack from her steed.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10+3) piercing damage.
Steed's Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage.
Gunnr stoops out of the dark on black wings, lance leveled, spitting one chosen foe before her steed sweeps her clear again.
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.
Gunnr opens with a diving Lance of the Fallen on the enemy leader, then flies clear with her free movement. She charges in support of a small flight and never trades blows in place. Hit and wheel away.
Each round set up Lance of the Fallen with a straight 20-foot dive, spear a priority foe, then use the free move to escape and line up the next pass. Her 10-foot reach lets sisters close behind her. She is a charger, not a duelist.
Run Gunnr as the warband's repeating lance: dive, gore a key enemy with Lance of the Fallen, then fly free and re-charge. Keep her among the flight so her victims are swarmed. She always fights as part of the warband, never solo.
Put Gunnr 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 Gunnr?
Gunnr is CR 6 at her native Tier 2 (AC 17, HP 119), a mounted hit-and-run lancer elite. The tier tables scale her toward CR 2 for low play and CR 11 for high tables.
How does Gunnr fight alongside the rest of the Maidens of Valkyria?
She is the flight's lance. Gunnr dives on a chosen target with Lance of the Fallen, breaks a hole in the enemy line, and flies clear so her sisters can swarm the foe she singled out.
Should Gunnr be used as a lone boss?
No. She has no legendary actions and her strength is the charge-and-wheel that feeds the warband. Alone she lacks staying power, so field her with her sisters.
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.
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