Alice in Wonderland
Alice in Wonderland — The Encounter
Steampunk gunslinger in pinafore, twin brass cannons blazing · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Alice in Wonderland
They say she fell, and what climbed back out was not entirely a child. Wonderland left its mark on her in copper and steam: where once a curious girl chased a waistcoated hare, now a hardened pistoleer stalks the cog-choked alleys beneath the great Moving Fortress. Her twin guns were cobbled from a clockmaker's leavings and a tinker's desperation, each barrel fed by hissing hoses from the tank riding her spine. She speaks little of the Queen, of the trial, of the heads that rolled; she speaks instead in muzzle-flash and the dry click of a hammer. The cards scattered at her feet are courtiers she has already answered. Folk of the lower works hire her to settle scores the Yard will not touch, and she takes the work for coin and for the small, cold pleasure of proving that the curious girl is not, after all, so easy to swallow whole.
Run Alice in Wonderland in Sixty Seconds
- Open with both barrels on the most exposed caster or archer, then ride Hatter's Recoil 10 ft. into cover so she ends her turn hard to reach.
- Kill-priority is anyone who can lock her down: grapplers, web/entangle casters, anything that stops her from kiting. Free of those, she is far less dangerous.
- Bloodied (22 HP) she fights dirtier: lead with Down the Rabbit-Hole to halve incoming hits and break line of sight, conserving HP for one last full volley.
- Three ways to run her: (1) lone bounty-hunter ambushing the party on a clockwork bridge; (2) the Queen of Hearts' reluctant gun, paired with a heavier boss; (3) an uneasy ally the PCs hire, fighting at their flank.
- Remember she never stands still: every round she should move, fire, and recoil. If she is rooted in place she is being played wrong.
Alice in Wonderland
Medium humanoid (human), chaotic neutral
CR 2 · 450 XP · GUIDELINETumbling Skirmisher. Alice does not provoke opportunity attacks when she moves out of an enemy's reach.
Hatter's Recoil (signature). Alice's twin brass pistols are linked by feeder hoses to a back-tank. Whenever she fires both barrels at the same target, the recoil propels her up to 10 ft. in a straight line as part of the same action, and that target has disadvantage on its next attack roll before Alice's next turn from the muzzle-flash and steam.
Actions
Multiattack. Alice makes two Steam Pistol attacks.
Steam Pistol. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) fire damage.
Pistol-Whip. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and Alice may immediately move 5 ft. without provoking opportunity attacks.
Bonus Actions & Reactions
Down the Rabbit-Hole. Reaction When a creature Alice can see hits her with an attack, she ducks and rolls, halving the damage and moving up to 5 ft. if she ends the move in cover.
A wide-eyed girl in a starched pinafore stands amid a litter of torn cards and clock-springs, a brass-barreled pistol braced in each hand and brass hoses snaking up her arms to the tank on her back.
Alice in Wonderland, Bound
Companion · acts on your initiative
Bound · GUIDELINENow You See Me (signature). As a bonus action the clockwork cat turns invisible until it attacks or until the start of its next turn; attacks against it while invisible have disadvantage.
Actions
Grinning Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Reactions
Vanishing Step. Reaction When an enemy ends its turn within 5 ft., the Cog teleports up to 15 ft. to a space it can see and turns invisible.
A brass cat with a hinged, ever-grinning jaw that fades barrel-first into the smoke, leaving only its smile and the tick of its mainspring.
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.
Open at range: two Steam Pistols on the squishiest caster or archer, then Hatter's Recoil to kite 10 ft. away each round. Kill-priority is whoever can pin her down. Pair her with a melee bruiser or boss so she snipes from the flank while the party is busy elsewhere.
Run her as a mid-fight harasser: she never holds ground, always recoiling to high cover after a volley. Focus fire the backline and use Down the Rabbit-Hole to bleed off burst damage. She is the skirmisher piece beside a heavier flagship, not the centerpiece.
Drop her into a boss lair as the elite gunhand who roams the catwalks. She picks off whoever the boss has rooted or grappled, recoiling out of every reprisal. Treat her as an add-on threat that multiplies the boss's reach, never as the solo encounter.
Put Alice in Wonderland 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 Alice in Wonderland?
Natively CR 2 (Tier 1, ~level 1-4): AC 14, 45 HP, +5 to hit, twin steam pistols for about 16-22 damage a round. Scaled blocks for Tier 2 (CR ~6) and Tier 3 (CR ~11) are provided in the tiers array; her traits and actions stay identical, only the numbers move.
Can Alice be a companion or ally?
Yes. She makes a strong rogue/gunslinger ally or hired bounty-hunter who fights from range and never holds ground. As a foe she is an add-on skirmisher (solo_capable=false) meant to harass alongside a bigger boss, not anchor a fight alone.
How do I make Alice harder without breaking her?
Use the Tier 2 or Tier 3 line straight from the tiers array rather than inventing new powers. Want more menace at her home tier? Give her a second Hatter's Recoil volley as a one-time trait, or pair her with the Cheshire Cog companion so she fires from invisibility-screened angles.
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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