Amalur
Amalur — The Encounter
Mother Earth crowned in gold and daffodils · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Amalur
In the old reckoning she is Amalur, the Earth made mother, the womb beneath the field from which all green things drink. The Basque keepers say sun and moon are her daughters, set to ride the sky so that the dead are not left in darkness, and that every furrow ploughed and every grave dug is a wound and a welcome in her flesh. She does not war as the war-gods war. Where her bare feet press, daffodils break the frost and roots remember the shapes of fallen men. Shepherds leave bread at the cave-mouths called her doors; in return their flocks are fat and their springs run clean. To raise iron against her is folly, for the soil itself rises to hold the offender fast while she looks on with neither anger nor mercy, only the patience of stone. Mountains are her bones. Rivers are her blood. When she is bloodied, the whole valley flowers at once, a beauty that is also a warning.
Run Amalur in Sixty Seconds
- She is not the boss. Amalur is a support/healer piece. Glue her to a stronger flagship adversary; alone she has no escape and no burst.
- Open with control. Lead Entangling Roots on the first charger, then Thornlash to pull the enemy backline into her difficult-terrain vine aura.
- Kill-priority is the party's call. If the heroes ignore her, Verdant Aura quietly wins the attrition war. Smart parties focus her down first to shut off healing.
- When bloodied, have the whole battlefield flower at once for theater, then dump Quickening Bloom on the densest cluster for a damage-plus-heal swing.
- Three ways to run her: (1) battlefield medic feeding a boss, (2) terrain controller who roots and yanks, (3) a peaceful goddess the party must reason with, never fight.
Amalur
Medium fey (deity), neutral good
CR 6 · 2,300 XP · GUIDELINEVerdant Aura. At the start of each of Amalur's turns, each plant creature and each willing ally within 15 feet regains 5 hit points. The ground within this aura is difficult terrain for her enemies as roots and grasping vines surge up.
Bloom of the Mother (Signature). Once per turn, when an ally Amalur can see is reduced to 0 hit points within 60 feet, she may cause a daffodil to bloom from their wound. The ally instead drops to 1 hit point and gains 9 (2d8) temporary hit points. The flower withers and cannot bloom on that ally again until Amalur finishes a long rest.
Magic Resistance. Amalur has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Amalur makes two Thornlash attacks, or replaces one with a use of Quickening Bloom (if available).
Thornlash. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 16 (3d8+3) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be pulled 10 feet toward Amalur and restrained until the end of its next turn by clinging vines.
Quickening Bloom (Recharge 5-6). Amalur targets a point within 60 feet; flowering growth erupts in a 20-foot radius. Each creature there makes a DC 15 Constitution saving throw. On a failure a creature takes 22 (4d10) poison damage and is poisoned until the end of its next turn; on a success it takes half damage and is not poisoned. Allies in the area instead regain 11 (2d10) hit points.
Bonus Actions & Reactions
Entangling Roots (Reaction). When a creature Amalur can see moves within 15 feet of her, she can force it to make a DC 15 Strength saving throw. On a failure its speed becomes 0 until the start of its next turn as roots seize its legs.
A serene goddess wreathed in a golden crown of leaves, her vine-woven gown trailing into living daffodils that climb the very earth she stands upon.
Amalur, Bound
Companion · acts on your initiative
Bound · GUIDELINERooted Ward (signature). While within 30 feet of Amalur, Amalur and Amalur each gain a +1 bonus to AC and saving throws as their fates intertwine.
Actions
Stone Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) bludgeoning damage.
Reactions
Take Root. When an ally within 10 feet would be knocked prone or moved against its will, Amalur anchors it with stone and the effect fails.
A hulking elemental of packed earth and golden ore that rises when the goddess is threatened, her devotion given weight and limbs.
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 by spending Quickening Bloom on the tightest cluster, then Thornlash to drag the party's healer into the difficult-terrain vines. Keep Amalur behind a frontline ally and let Verdant Aura out-heal chip damage. She is a support piece, not a boss: pair her with a real melee threat she can entangle prey for.
Open Entangling Roots on the first charger, then Multiattack-Thornlash to pin and yank ranged attackers into the rooted aura. Save Bloom of the Mother for whichever ally the party focuses. Kill-priority her only if the DM wants to stop the healing, but she has no escape, so she works best chained to a stronger flagship boss who profits from her aura.
Use her as the healer-engine of a high-tier fight: Quickening Bloom both damages clusters and tops off the boss, while Verdant Aura makes attrition a losing game for the party. Open with Entangling Roots, restrain with Thornlash, and let a true legendary boss do the killing. Players must split fire to break her, which is exactly the point.
Put Amalur 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 Amalur?
Her native build is CR 6 (2,300 XP), a Tier-2 support/healer fey deity. She is not solo-capable: she has no legendary actions and no escape, so she belongs beside a flagship boss rather than running an encounter alone. Tier-scaled CR 2 and CR 11 stat lines are provided in the tiers block.
Can Amalur be a companion or ally?
Yes, and she shines as one. As an ally her Verdant Aura passively heals the party, Bloom of the Mother saves a downed character once per long rest, and Quickening Bloom is a powerful heal-or-harm option. Run her as an NPC patron the party guards or escorts through her sacred valley.
Why is Amalur a fey deity and not a fiend or celestial?
The render shows a benevolent earth goddess crowned in living leaves and trailing daffodils, with vines growing from the soil at her feet. She reads as a nature deity, so she is statted as a Medium fey (deity) of neutral good alignment, leaning on plant-control, healing, and entangling effects rather than weapons or fire.
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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