Sinbad
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
- Never let him stand still — Rigging Acrobat and a bonus-action Dash/Disengage mean Sinbad attacks and then leaves; place him on a deck, mast, or ledge so he always has a vertical exit.
- Open with Daring Leap into the tightest cluster of PCs to prone them, then Multiattack a prone or below-him target to land the +2d6 high-ground bonus.
- Kill-priority is the pinner — whoever grapples, traps, or zones him onto flat ground; everything in his kit assumes he is moving 10+ feet each turn.
- When bloodied, spend Seventh Voyage Luck freely on failed control saves and missed escapes, and use Sailor's Riposte to bleed the PC chasing him through the rigging.
- Three ways to run him: lone duelist on a shipwreck (T1), skirmish boss leading crew (T2), or fast lieutenant paired with Dendan the sea-beast (T3) — never solo at high tiers.
Sinbad
Medium humanoid (human), chaotic good
CR 6 · 2,300 XP · GUIDELINESea-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 · GUIDELINECapsizer (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.
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.
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.
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
- 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 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
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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