Ahura Mazda
Ahura Mazda — The Encounter
Crowned Lord of Light, who burns the lie to ash · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Ahura Mazda
Before the first dawn there was Ahura Mazda, the Wise Lord, who is light and order and the truth that cannot be unsaid. From his thought he kindled the sun and the law that binds it, and he set the eternal contest between asha, the truth, and druj, the lie. He does not rule by armies but by radiance: where he walks, falsehood withers, illusions dissolve, and the guilty find their own tongues betray them. The Zoroastrians name him creator of all that is bright, holy, and good, attended by the Amesha Spentas, his immortal aspects. He is the standing answer to Angra Mainyu, the darkness that gnaws at creation. Mortals who call upon his name in honest desperation may feel the sun lean closer; mortals who lie in his presence feel the air grow unbearably bright. To face him in wrath is to be weighed, found false, and unmade into glowing ash upon the temple floor.
Run Ahura Mazda in Sixty Seconds
- Aura first The 30-ft Aura of Truth shuts down lies, gives disadvantage on Deception, and pops low-level illusions, drop it before initiative so players feel the weight.
- Open with Word of Fire Hit the softest visible target; a creature reduced to 0 by it is burned to ash, so use it to threaten the squishy back-line and force repositioning.
- Kill-priority Punish dishonesty and aggression, Judgment and Searing Verdict both key off creatures who lied or struck an ally since his last turn.
- When bloodied Spend a legendary action on Renew the Sun to clear stun/charm/fright and keep the action economy alive, then Step of Light off the front-line.
- Three ways to run him Radiant temple-guardian (T1), illusion-killing aura-anchor with Atar (T2), or a full legendary solo deity of judgment (T3).
Ahura Mazda
Medium celestial (deity), lawful good
CR 13 · 10,000 XP · GUIDELINEAura of Truth. Lies cannot live near him. While within 30 feet of Ahura Mazda, no creature can knowingly speak a lie, and creatures there have disadvantage on Deception checks and on saves against his radiant effects. Illusions of 3rd level or lower in the aura wink out.
Radiant Form. Ahura Mazda sheds bright light in a 30-foot radius and dim light for another 30 feet. A creature that starts its turn within 10 feet of him and can see him must succeed on a DC 16 Constitution save or be blinded until the start of its next turn.
Magic Resistance. Ahura Mazda has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Ahura Mazda makes two attacks with his Solar Mace, or replaces one with Word of Fire.
Solar Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus 14 (4d6) radiant damage, and the target must succeed on a DC 16 Constitution save or be unable to take reactions until the end of its next turn.
Word of Fire. Ranged Spell Attack equivalent. Ahura Mazda speaks a syllable of pure flame at one creature he can see within 120 feet. The target makes a DC 16 Dexterity save, taking 31 (7d8) radiant damage on a failure, or half as much on a success. A creature reduced to 0 hit points by this is reduced to glowing ash.
Bonus Actions & Reactions
Judgment (Reaction). When a creature Ahura Mazda can see within 60 feet hits an ally with an attack, he can speak a verdict against it; the attacker takes 11 (2d10) radiant damage and has disadvantage on its next attack roll before the end of its next turn.
Legendary Actions (3/Round)
Step of Light. Ahura Mazda teleports up to 30 feet to a space he can see and sheds a burst of light; each creature within 5 feet of his destination takes 5 (1d10) radiant damage.
Searing Verdict (Costs 2 Actions). Ahura Mazda makes one Word of Fire attack against a creature that has lied or attacked an ally since his last turn. On a hit the target also has disadvantage on its next saving throw.
Renew the Sun (Costs 2 Actions). Ahura Mazda ends one effect causing him to be charmed, frightened, paralyzed, or stunned, or grants one ally within 30 feet 13 (3d8) temporary hit points.
Crowned in a corona of radiant spikes and wrapped in a star-traced cape, Ahura Mazda kneels mid-stride beneath fluted Persian columns, his serpent-headed mace blazing as he renders judgment.
Ahura Mazda, Bound
Companion · acts on your initiative
Bound · GUIDELINELiving Fire (signature). Ahura Mazda sheds bright light in a 20-foot radius. A creature that touches it or hits it with a melee attack within 5 feet takes 7 (2d6) fire damage.
Actions
Flame Lash. Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 16 (3d8+3) fire damage, and a creature that fails a DC 15 Dexterity save is set ablaze for 5 (1d10) fire damage at the start of its next turn.
Reactions
Guard the Lord. When an ally within 10 feet is hit, Ahura Mazda flares; the attacker takes 9 (2d8) fire damage.
The sacred fire given will and limbs, Ahura Mazda coils at the Wise Lord's heel and answers every lie with heat.
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 radiant temple-guardian, not a god: open with Word of Fire on the loudest spellcaster, then close to mace the front-liner. Kill-priority is anyone who lied or attacked an ally first, his Judgment reaction punishes them. Pair him with lesser celestial guardians, he leads but should not solo a party this small.
Park him in the Aura of Truth and let it neuter the party's illusionist and liar, then Word of Fire the clustered casters. Mace whoever stands adjacent and lock their reactions so they cannot disengage. If clustered, prioritize Searing Verdict; pair him with Atar to gate the melee lane.
True solo boss: open with Word of Fire to threaten ash-death on a soft target, then Multiattack the front-line and end their reactions. Spend legendary actions on Step of Light to stay off the wall and Searing Verdict on anyone who lied or hit your ally. When bloodied, Renew the Sun to shrug stuns and keep judging; kill-priority is always the party's healer, then the liar.
Put Ahura Mazda 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 Ahura Mazda?
Natively CR 13 (Tier 3, ~level 11-15) as a legendary solo boss. The block scales down cleanly to CR ~2 (Tier 1) and CR ~6 (Tier 2) by swapping only the AC, HP, to-hit, and save-DC numbers, the traits and actions stay identical.
Can Ahura Mazda be a companion or ally?
As the supreme deity he is a quest-giver and divine ally rather than a party member, but he can intervene as a one-scene NPC. For a follower at the table, use his bound companion Atar, the Sacred Flame, who guards an ally and lashes liars with fire.
How do I keep the fight from being a one-sided stomp?
His Aura of Truth and ash-death Word of Fire reward honest, mobile play, give the party a moral out (recant, surrender, or prove their cause) so the encounter is a trial as much as a brawl. Cluster-punishing tactics mean spread-out parties survive much longer.
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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