Amaterasu
Amaterasu — The Encounter
Sun goddess whose mirror burns the unworthy to ash · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Amaterasu
Of the kami who light the heavens, none shines as Amaterasu-omikami, born from the left eye of Izanagi and set to rule Takamagahara, the High Plain of Heaven. When grief drove her into the cave of Ama-no-Iwato, the world fell dark and famine crept across the islands; only the trickery of mirth and a mirror's gleam coaxed her forth, and her returning light is remembered as the first true dawn. She bears the Yata-no-Kagami, the sacred mirror in which the unworthy behold their own corruption and are unmade. Sailors bless her at sunrise; emperors trace their line to her radiance. She is no warrior by temperament, preferring to illuminate truth and wither falsehood, yet when fiend or oni profanes a sacred place, her glare burns hotter than any forge. To stand before her unshrouded is to be judged, and the judged rarely speak again of what they saw.
Run Amaterasu in Sixty Seconds
- Mirror first Reflecting Glare is a reaction that throws damage back and grants her save advantage — warn the party that nuking her face is exactly what she wants.
- Kill-priority is reach She is a flier with 120-ft. Solar Lance; she will never come down. Make rangers and casters her problem, and bring something to ground her or close the gap.
- Open with the cone Dawnfire Burst (DC 17 Dex, 8d8 radiant) wants clustered targets and ASHES anyone it drops to 0 — lead with it whenever two or more bunch up, then recharge.
- When bloodied she pops Blinding Dawn on the melee line and Glides away; expect blinded fighters swinging at empty air for a round.
- Three ways to run her: as a benevolent JUDGE (she only fights if the party defiles a shrine), as a radiant BOSS guarding the cave of Ama-no-Iwato, or scaled down as a sun-herald add beside an oni warlord.
Amaterasu
Medium celestial (deity), lawful good
CR 11 · 7,200 XP · GUIDELINEMirror of Yata (Signature). Amaterasu carries the sacred sun-mirror. When a creature she can see within 30 ft. targets her with an attack or harmful spell, she can use her reaction (see Reflecting Glare) to turn its own malice back upon it. While she holds the mirror, she sheds bright light in a 30-ft. radius and dim light for another 30 ft., and she cannot be surprised.
Radiant Aura. At the start of each of Amaterasu's turns, each creature within 10 ft. of her that is not a celestial takes 7 (2d6) radiant damage. A creature that is undead or a fiend takes 14 (4d6) instead.
Innate Sunlight. Magical darkness within 60 ft. of Amaterasu is suppressed. She has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Amaterasu makes two Solar Lance attacks, or one Solar Lance attack and uses Dawnfire Burst if it is available.
Solar Lance. Melee or Ranged Spell Attack: +9 to hit, reach 10 ft. or range 120 ft., one target. Hit: 27 (4d10 + 5) radiant damage, and the target must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Dawnfire Burst (Recharge 5–6). Amaterasu unleashes the light of dawn in a 30-ft. cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much on a success. A creature reduced to 0 hit points by this damage is utterly consumed, leaving only ash.
Bonus Actions & Reactions
Reflecting Glare (Reaction). When a creature Amaterasu can see within 30 ft. hits her with an attack or forces her to make a saving throw against a harmful effect, she raises the mirror. The attacker takes 13 (3d8) radiant damage, and if the triggering effect required a save, Amaterasu has advantage on it.
Legendary Actions (3/Round)
Legendary Actions. Amaterasu can take 3 legendary actions, choosing from the options below. Only one can be used at a time and only at the end of another creature's turn. She regains spent legendary actions at the start of her turn.
Glide. Amaterasu moves up to her fly speed without provoking opportunity attacks.
Solar Lance. Amaterasu makes one Solar Lance attack.
Blinding Dawn (Costs 2 Actions). Amaterasu flares with light. Each creature within 20 ft. of her must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
A serene figure in layered imperial robes stands within a vast sunburst wheel, lifting a radiant bronze mirror; her hair streams outward like solar flares and a great serpent coils beneath her, marked with the threefold sun-sigil.
Amaterasu, Bound
Companion · acts on your initiative
Bound · GUIDELINEDance of Mirth (signature). As a bonus action, Uzume performs a captivating dance. Each enemy within 20 ft. must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls until the start of her next turn.
Actions
Ritual Glaive. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage plus 7 (2d6) radiant damage.
Reactions
Veil of Light. When an ally within 10 ft. is hit by an attack, Uzume flares a curtain of dawn; the attacker must reroll the damage and use the lower total.
The dawn-dancer who lured the sun from her cave, Uzume fights at Amaterasu's side with laughter on her lips and a sacred glaive in her hands.
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 her as a radiant herald, not the full goddess. Open with Solar Lance on the squishiest caster, then keep distance and use Dawnfire Burst (scale to 4d8) only when two or more cluster. Reflecting Glare punishes the first melee hero who closes.
A demigod-tier set-piece. Open by hovering out of reach and burning the cone across clustered melee, then single out the healer with Solar Lance blindness. Pair her with oni or undead adds so Radiant Aura does double damage to them and the party must choose targets.
Full solo goddess. Open from the air with Dawnfire Burst on the tightest cluster, then spend legendary actions on Solar Lance against whoever broke line of sight. Hold Reflecting Glare for the party's biggest nova; when bloodied, Blinding Dawn the front line and reposition with Glide so melee must chase.
Put Amaterasu 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 Amaterasu?
Her native sheet is CR 11 (7,200 XP), a Tier 3 solo boss for levels 11-15. Because she has legendary actions and a punishing reaction she plays up a notch, so her band is dropped one step from a raw CR-11 brute. Use the Tier 1 or Tier 2 columns to field her as a radiant herald or demigod set-piece for lower parties.
Can Amaterasu be a companion or ally?
Yes — as a lawful good sun deity she is far more likely to aid a worthy party than oppose it. Run her as a quest-giving patron who blesses heroes with sunlight, or as a temporary battlefield ally against fiends and undead, where her Radiant Aura savages them. If you need her at the table, her companion Ame-no-Uzume scales down more gracefully than the goddess herself.
Why is she immune to fire and not a fiend?
She is a celestial, the embodiment of the sun, so fire and radiant cannot harm her and darkness withers near her. Run her temperament as serene and judgmental rather than bloodthirsty: she would rather illuminate a lie than strike, but her Mirror of Yata unmakes the corrupt who force her hand.
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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