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Wizard — Fantasy Heroes & Champions STL miniature by Clay Cyanide

Wizard

Fantasy Heroes & Champions
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community11,137 views · 158 likes

Wizard — The Encounter

Hoary archmage girdled in living flame and conjured fire · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Wizard

They name him the Ember-Father, last of an order of fire-singers who learned to make the flame answer not as servant but as second skin. Where lesser mages must reach out to summon fire, his never leaves him: it coils about his shoulders, ribbons from his sleeves, and rises in a hungry crown from the scorched ground beneath his feet. Travellers who have crossed his road tell of a frail old man leaning on a smoldering staff, kindly of face until the moment a blade is drawn, whereupon the whole hillside ignites. He keeps to high passes and burned-over heaths, places where his fire can find nothing more to take. Scholars who sought him for the secret of his craft returned with singed beards and a single warning: do not bargain with one who can teleport through his own pyre, for he is gone before the smoke clears, and the fire he leaves behind is patient.

Run Wizard in Sixty Seconds

Wizard

Medium humanoid (human), any alignment

CR 9 · 5,000 XP · GUIDELINE
AC 15 (mage armor) HP 120 (16d8+48) Speed 30 ft.
STR9-1
DEX14+2
CON16+3
INT19+4
WIS15+2
CHA13+1
SavesINT +7, WIS +5
SkillsArcana +7, History +7, Perception +5
Resistfire
Sensespassive Perception 15
LanguagesCommon plus any three languages

Wreath of Flame. The archmage is sheathed in conjured fire. A creature that touches him or hits him with a melee attack while within 5 feet takes 7 (2d6) fire damage. While the wreath burns he has resistance to fire (already reflected above).

Spellcasting. The archmage is a 12th-level spellcaster (Intelligence; spell save DC 15, +7 to hit). He may cast fireball, scorching ray, misty step, counterspell, mage armor, fire shield, and wall of fire, plus fire bolt at will.

Actions

Multiattack. The archmage makes two Firebrand Staff attacks, or casts one spell and makes one Firebrand Staff attack.

Firebrand Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) fire damage.

Scorching Ray (Recharge 4-6). The archmage hurls three rays of fire. Ranged Spell Attack: +7 to hit, range 120 ft., up to three targets. Hit: 7 (2d6) fire damage per ray.

Bonus Actions & Reactions

Lash of Flame (Reaction). When a creature the archmage can see moves within 10 feet of him or hits him with an attack, he lashes out with a whip of conjured fire. That creature must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) fire damage and be pushed 10 feet away.

Legendary Actions (3/Round)

Fire Bolt. The archmage makes one ranged spell attack with fire bolt (+7 to hit, range 120 ft., 11 (2d10) fire damage).

Conjure Cinders (Costs 2 Actions). A 10-foot-radius burst of embers erupts at a point the archmage can see within 60 feet. Each creature there must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failure, or half as much on a success. The ground there becomes lightly obscured by smoke until the end of the archmage's next turn.

Step Through Flame (Costs 2 Actions). The archmage teleports up to 30 feet to an unoccupied space he can see. Each creature within 5 feet of the space he leaves takes 7 (2d6) fire damage.

A white-bearded sorcerer in robe and wide-brimmed hat strides forward inside a cyclone of his own conjured fire, a flame-crowned staff blazing in one hand and a fistful of living flame in the other.

Wizard, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 13 HP 72 (scaled ×0.6) Speed 30 ft.
STR9-1
DEX14+2
CON16+3
INT19+4
WIS15+2
CHA13+1

Living Ember (signature). Wizard is a knee-high elemental of cinder and coal bound to the archmage's wreath. A creature that ends its turn within 5 feet of Wizard takes 3 (1d6) fire damage.

Actions

Searing Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) fire damage.

Reactions

Flare Up. When the archmage casts a fire spell, Wizard flares; the next creature to hit it before the start of its next turn takes 5 (2d4) fire damage.

A small, gleeful elemental scraped together from the master's own conjured fire, scampering at his heels and igniting anything it brushes.

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

Open from range with Firebrand Staff and Lash of Flame to keep melee off him. If the party clusters, drop a single burst on the knot and split them with the fire. He is a fragile glass cannon here, so screen him with minions or pair him with a tougher front-line threat.

Tier 2Levels 5-10 · NATIVE
AC15HP16d8+48 (120) To-hit+7Save DC15

Open with Scorching Ray on the squishiest caster, then alternate spells and staff strikes. When a melee PC closes, punish with Lash of Flame and spend legendary actions on Conjure Cinders into the cluster. Bloodied, Step Through Flame across the room and reset to range; this is a true solo boss with a full legendary kit.

Tier 3Levels 11-15 · GUIDELINE
AC18HP22d8+110 (209) To-hit+9Save DC17

Lead with a burst on the densest cluster, then teleport away from melee each round and rain fire. Hold legendary actions to react to spellcasters with Fire Bolt. Bloodied, blanket the choke with cinders and kite; run him as the lair's centerpiece with a wreath of summoned fire-elementals.

Put Wizard 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 Wizard?

His home tier is 2 (about CR 9, 5,000 XP) built as a true solo boss with three legendary actions and the Lash of Flame reaction, so the band is dropped one step to let him play up against a four-person party. Scale him down to Tier 1 (~CR 4) or up to Tier 3 (~CR 13) using the table; the kit stays identical, only the numbers move.

Can Wizard be a companion or ally?

Yes. As a hireable archmage he makes a deadly back-line ally who fries clustered foes and screens the party with walls of fire; just remember his own fire does not discriminate, so keep melee allies clear of his bursts. His bound elemental Ashling tags along as a second smaller ally.

Is his fire wreath dangerous to approach in melee?

Very. Anyone striking him in melee or touching him takes automatic fire damage from the Wreath of Flame, and closing in can also trigger Lash of Flame for a Dexterity save and a shove. Ranged attackers, fire resistance, and forcing him out of his conjured fire are the safest answers.

Tell Us How It Ran

Played Wizard 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