Amphitrite
Amphitrite — The Encounter
The water sorcerer who bends tides older than seals · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Amphitrite
There are fragments in drowned grimoires that name her not a goddess but a student of them. Amphitrite walked away from the temples of the deep and into the colder libraries of invocation, where Goetic Dukes are said to muster legions of water-bound spirits and rule over tempest and tide. She did not kneel. She read. She traced the older currents that move beneath inked seals and crude summoning circles, and she learned to make the sea answer rather than obey. Where reckless conjurers carve their pacts into stone, she carries hers in the marrow, a threshold half-crossed between oceanic divinity and forbidden ascension. The Crimson Elixir found her already ankle-deep in that water. Now her sorcery runs cold and patient: she drowns a battlefield by inches, turns dry ground to shallows, and watches enemies stumble in terrain that was earth a heartbeat ago. Those who hunt her find only her reflection, and then the undertow.
Run Amphitrite in Sixty Seconds
- She is the controller, not the closer. Amphitrite has no melee and dies fast in reach. Run her behind a frontline threat and make the party choose between killing her and dealing with the bruiser.
- Open with terrain, not damage. First turn, reshape the floor into shallows/difficult terrain. Every later effect (Answering Sea, Undertow, Tidal Surge push) keys off creatures standing in that water.
- Save Tidal Surge for a cluster. Hold the recharge line attack until two-plus enemies line up, then prone-and-push them into the worst spot. Don't waste it on a single target.
- When bloodied, she withdraws to water. Slide toward the deepest terrain she has made, where Undertow and Answering Sea hit hardest, and snipe with slowing Frost Lances.
- Three ways to run her: backline artillery beside a boss (default), zone-denial caster who drowns the room turn by turn, or a slippery skirmisher who keeps repositioning so melee never lands.
Amphitrite
Medium humanoid (sorcerer), neutral evil
CR 6 · 2,300 XP · GUIDELINETide-Bound Sorcery. Amphitrite is a 9th-level spellcaster (spell save DC 15, +7 to hit with spell attacks; Charisma). She can cast the following without material components: At will: ray of frost, shape water, mage armor; 3/day: tidal wave (15 ft. cube, see Tidal Surge), sleet storm; 1/day: control water.
Answering Sea. When a creature within 30 ft. of Amphitrite enters water or difficult terrain she created, she may use her reaction to slide it up to 10 ft. The sea does not obey her commands; it answers them.
Actions
Multiattack. Amphitrite makes two Frost Lance attacks, or casts a spell and makes one Frost Lance attack.
Frost Lance. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 18 (4d6+4) cold damage, and the target's speed is reduced by 10 ft. until the end of its next turn.
Tidal Surge (Recharge 5-6). Amphitrite hurls a wall of conjured seawater in a 30-foot line that is 5 feet wide. Each creature in the line makes a DC 15 Strength save, taking 22 (5d8) bludgeoning damage and being pushed 15 ft. and knocked prone on a failure, or half damage with no push on a success. The line becomes difficult terrain (shallow water) until the start of her next turn.
Bonus Actions & Reactions
Undertow (Reaction). When a creature she can see within 30 ft. is hit, Amphitrite may impose disadvantage on that attack if the attacker is standing in water or difficult terrain she created.
Crowned in a great gold-and-teal fan that frames her like a breaking wave, Amphitrite stands over a spear of conjured ice, glowing currents spilling from her open hands.
Amphitrite, Bound
Companion · acts on your initiative
Bound · GUIDELINELiquid Form (signature). Amphitrite can move through any space as narrow as 1 inch wide without squeezing and has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Actions
Drowning Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) cold damage, and a Medium or smaller target is grappled (escape DC 13). While grappled it cannot breathe.
Reactions
Engulfing Splash. When a creature within 5 ft. hits Amphitrite, Amphitrite may impose disadvantage on the attack as its body parts and reforms.
A spirit of living seawater coiled at Amphitrite's heel, shaped from the same currents she conjures and bound to drag down whatever she marks.
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 with Frost Lance on the squishiest backliner to slow it, then create a patch of difficult-terrain water between the party and herself. Kill-priority is her; she has no melee and folds fast once cornered. Pair her with a frontline brute so she can poke from 120 ft. while the wall holds.
Open by reshaping the floor into shallows, then save Tidal Surge for the moment two or more enemies cluster in a line. Lead a frontline boss and let her slow, push, and prone from the back while Undertow protects the boss. If she is bloodied she retreats to deeper water where her terrain tricks bite hardest. Kill-priority her before the party drowns in stacked difficult terrain.
Open with Tidal Surge into the densest cluster to scatter and prone the whole formation, then Frost Lance the freshly prone for follow-up. Use Answering Sea every round to keep melee sliding off her. She is the control piece beside a heavier hitter; do not run her alone. Focus her down or be ground to a halt in terrain that keeps moving.
Put Amphitrite 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 Amphitrite?
Natively CR 6 (Tier 2, ~level 5-10), built as an add-on controller rather than a solo boss. The sheet scales to CR 2 for Tier 1 and roughly CR 11 for Tier 3; only the numbers change, the traits and actions stay identical.
Can Amphitrite be a companion or ally?
Yes. As an ally she is a ranged control caster: she shapes terrain, slows enemies with Frost Lance, and saves Tidal Surge to scatter clustered foes. Keep her behind the party's frontline since she has no melee and modest AC.
Is she a sea goddess I can run as a divine boss?
In Clay Cyanide's lore she is a mortal sorcerer studying oceanic and Goetic tide-magic, not a true deity, so she is not solo_capable and has no legendary actions. To headline an encounter, pair her with a stronger flagship and let her be the control half of the duo.
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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