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Sinbad — Fantasy Heroes & Champions STL miniature by Clay Cyanide

Sinbad

Fantasy Heroes & Champions
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community2,754 views · 39 likes

Sinbad — The Encounter

The Seven-Voyaged Sailor Who Outran the Sea's Hunger · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Sinbad

Of the seven voyages that bear his name, the chroniclers of Baghdad agree on only this: that Sinbad the Sailor returned from each one, and that no other man could say the same. He has ridden the back of a slumbering island that proved to be a great fish, escaped the valley of serpents on a slab of raw meat, and slipped the larder of giants and the talons of the roc. Wealth he won and squandered seven times; the sea always called him back to spend it. He fights as he sails — never planted, never cornered, forever a half-step ahead of the thing that means to drown him. Sailors say his luck is borrowed against a debt the ocean has not yet collected. Sinbad only laughs, checks the wind, and looks for the next horizon worth the risk.

Run Sinbad in Sixty Seconds

Sinbad

Medium humanoid (human), chaotic good

CR 6 · 2,300 XP · GUIDELINE
AC 16 (leather and quick footing) HP 120 (16d8+48) Speed 30 ft., climb 30 ft.
STR14+2
DEX18+4
CON16+3
INT13+1
WIS15+2
CHA16+3
SavesDex +7, Con +6
SkillsAcrobatics +7, Athletics +5, Perception +5, Survival +5
Sensespassive Perception 15
LanguagesCommon plus any two languages

Sea-Legs. Sinbad ignores difficult terrain caused by unstable footing, rigging, decks, or wreckage, and has advantage on saving throws against being knocked prone or pushed. Climbing costs him no extra movement.

Rigging Acrobat (signature). On his turn Sinbad can use a bonus action to take the Dash or Disengage action. While he is within 5 feet of a rope, mast, spar, or ledge he can move along it without provoking opportunity attacks and does not fall when knocked prone.

Seventh Voyage Luck. Once per turn, when Sinbad misses with an attack or fails a saving throw, he can reroll the d20 (must use the new roll). He has three uses of this trait and regains all expended uses after a long rest.

Actions

Multiattack. Sinbad makes two scimitar attacks. If he is within 5 feet of rigging or a ledge, he can replace one attack with a Daring Leap.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage, plus 7 (2d6) slashing damage if Sinbad moved at least 10 feet this turn or attacked from above the target.

Hurled Dagger. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 4) piercing damage. On a hit, Sinbad can immediately move up to 10 feet without provoking opportunity attacks.

Daring Leap. Sinbad swings or leaps up to 20 feet to an unoccupied space he can see. Each creature of his choice within 5 feet of his landing point must make a DC 15 Dexterity saving throw or take 9 (2d8) bludgeoning damage and be knocked prone.

Bonus Actions & Reactions

Sailor's Riposte. When a creature Sinbad can see misses him with a melee attack while he is within 5 feet of rigging or a ledge, he can move up to 10 feet without provoking opportunity attacks and make one scimitar attack against the attacker.

A weather-burned sailor balances on a snapping spar above a foundering dhow, scimitar bared, as a colossal sea-beast erupts from the swell to swallow the hull. Sinbad is already moving — he has lived through worse, six times over.

Sinbad, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 72 (scaled ×0.6) Speed 30 ft., climb 30 ft.
STR14+2
DEX18+4
CON16+3
INT13+1
WIS15+2
CHA16+3

Capsizer (signature). When Sinbad surfaces beneath or beside a vessel, structure, or Large-or-smaller creature, that creature or object must succeed on a DC 14 Strength saving throw or be knocked prone (creatures) or capsized (vessels). Sinbad can hold its breath for 1 hour and has a swim speed of 50 ft.

Actions

Engulfing Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage. A Medium or smaller target is grappled (escape DC 14) and pulled into the swell, becoming restrained until the grapple ends.

Reactions

Sounding Dive. When reduced to half its hit points or fewer, Sinbad submerges, gaining half cover until the start of its next turn and dragging any grappled creature underwater with it.

The colossal sea-beast of the deep, the Sinbad rises only to feed and to sink ships whole — Sinbad has learned to fight beside its hunger rather than become 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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d8+16 (52) To-hit+4Save DC13

Run him as a swashbuckling skirmisher: open with a Daring Leap into the cluster to scatter and prone, then duck back to the rigging. Kill-priority is whichever PC pins him in the open, since his bonus-action Dash keeps him mobile. Pair him with weaker crew or a single beast and let the vertical terrain do half the work.

Tier 2Levels 5-10 · NATIVE
AC16HP16d8+48 (120) To-hit+7Save DC15

Open from the mast: Daring Leap onto a clustered pack for the prone, then Multiattack the prone target with the +2d6 high-ground bonus. Use Seventh Voyage Luck on a missed kill-shot or a failed control save, and Sailor's Riposte to punish melee whiff-and-pin attempts. Kill-priority is the controller trying to pin him — Rigging Acrobat means he should never be standing still.

Tier 3Levels 11-15 · GUIDELINE
AC18HP23d10+92 (218) To-hit+9Save DC17

At this tier he is a lieutenant, not a solo — pair him with Dendan or a bigger flagship threat and let him harry the back line. Open by leaping past the front line to a caster, Multiattack with high-ground bonus, then ride the rigging out of reach. Burn Seventh Voyage Luck to survive a save-or-die, and keep Sailor's Riposte for the first melee pursuer.

Put Sinbad 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

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Sinbad?

Sinbad is built at CR 6 (Tier 2, levels 5-10) as a mobile swashbuckling skirmisher: AC 16, 120 HP, +7 to hit, save DC 15. Drop him to CR ~2 for a Tier 1 party or scale him to a CR ~11 lieutenant for Tier 3 using the numbers in the tier table.

Can Sinbad be a companion or ally?

Yes. He makes an excellent roguish ally or hireling — a daring sailor-guide who scouts, climbs, and harries enemies from the rigging. Use his stat block as written, lean on Rigging Acrobat and Seventh Voyage Luck for flavor, and let the party borrow his luck (and his debts) on the journey.

Is Sinbad solo-capable as a boss?

No. He has no legendary actions and only a single reaction, so a full party will out-act him in a one-on-four fight. Run him as a skirmish boss with crew, or pair him with a heavyweight like Dendan the sea-beast so the action economy stays fair.

Tell Us How It Ran

Played Sinbad at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included