Anahita
Anahita — The Encounter
Lady of the Waters, spear of the flooding tide · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Anahita
Anahita is the radiant Lady of the Waters, worshipped where rivers meet the sea and where soldiers pray before battle. Hers is a twofold dominion: she quickens the fields and the womb, granting fertility to every living thing, yet she rides to war in a chariot drawn by wind, hail, and rain. Mortals who keep faith with her find their wounds washed clean and their courage restored; those who break oaths beside flowing water learn that her mercy can drown as surely as it heals. She does not seek conquest, only the protection of the innocent and the punishment of the faithless. When she descends, springs rise unbidden from dry stone, and the wicked feel the cold pull of a tide they cannot see. Her spear is said to have been quenched in the first river of the world, and no flame, no thirst, and no false word survives its touch. To meet her in anger is to stand in the path of a river that has chosen to remember every drop of spilled blood.
Run Anahita in Sixty Seconds
- Solo boss Anahita is built to stand alone: legendary actions, Warding Wave, and Riverstep mean she acts and repositions constantly, so do not let players pin her in a corner.
- Open with Riverstep into the cluster, then Surging Flood (Recharge 5-6) for 8d8 cold, a 15-foot push, and prone across a 30-foot cone.
- Kill-priority she stabs the concentration caster or healer first, using the Tide-Spear speed reduction to keep them from escaping her reach.
- When bloodied spend Rallying Tide to hand out temp HP and free movement to her and her Naiad, then keep Warding Wave up to blunt the alpha strike.
- Three ways to run her solo legendary boss in a flooded ruin; war-shrine guardian flanked by Springsworn Naiads; or a downscaled tier-1/2 mythic miniboss using the tiers block numbers.
Anahita
Medium celestial, lawful good
CR 11 · 7,200 XP · GUIDELINETide-Blessed. Anahita ignores difficult terrain made of water, ice, or mud, and her movement does not provoke opportunity attacks while she is within 5 feet of a liquid or has moved through it this turn.
Goddess of War and Water. Signature. When Anahita reduces a creature to 0 hit points, or when an ally she can see does so, a surge of blessed water erupts from her: she gains 15 temporary hit points and each enemy within 10 feet must succeed on a DC 17 Strength saving throw or be knocked prone in the flood.
Actions
Multiattack. Anahita makes two attacks with her Tide-Spear.
Tide-Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) piercing damage plus 9 (2d8) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn as clinging water drags at it.
Surging Flood (Recharge 5-6). Anahita unleashes a torrent in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 36 (8d8) cold damage and being pushed 15 feet and knocked prone on a failed save, or half as much damage and no push on a success.
Bonus Actions & Reactions
Riverstep (Bonus Action). Anahita teleports up to 30 feet to an unoccupied space she can see that is within 5 feet of water, ice, or mud, leaving a splash of mist behind.
Warding Wave (Reaction). When Anahita is hit by an attack, she can raise a wall of water and add 4 to her AC against that attack, possibly causing it to miss.
Legendary Actions (3/Round)
Spear Sweep. Anahita makes one Tide-Spear attack.
Surge (Costs 2 Actions). Anahita uses Riverstep, then each enemy within 5 feet of her destination must succeed on a DC 17 Strength saving throw or be pushed 10 feet.
Rallying Tide (Costs 2 Actions). Anahita and each ally within 30 feet of her gain 10 temporary hit points and may immediately move up to half their speed without provoking opportunity attacks.
A war-goddess poised atop a shattered crystal spire, spear lifted to strike and round shield braced, her hair and robes streaming like a river caught mid-flood.
Anahita, Bound
Companion · acts on your initiative
Bound · GUIDELINEQuickening Waters (signature). At the start of each of the Naiad's turns, one ally within 30 feet that can see her regains 5 hit points if it has fewer than half its hit points remaining.
Actions
Coiling Current. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) cold damage, and the target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).
Reactions
Undertow. When an enemy within 10 feet hits an ally with an attack, the Naiad can pull that enemy 10 feet toward herself.
A water-spirit sworn to Anahita's springs, half woman and half rushing current, who shields the goddess's faithful and drags her foes into the deep.
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 Surging Flood to scatter and prone a clustered party, then wade in with the Tide-Spear on the lowest-AC striker. Use Riverstep to peel back to water whenever surrounded; kill-priority is whoever is concentrating on a spell. At this tier run her solo as a climactic threat or pair her with two Springsworn Naiads as a shrine guard.
Lead with Multiattack to pin the frontline, holding Surging Flood for when three or more enemies bunch up. Warding Wave the biggest incoming hit, and Riverstep to keep adjacency on the squishiest caster. Spend legendary actions on Spear Sweep against melee bruisers; pair her with a Naiad if the party fields heavy healing.
Open by Riverstepping into the heart of the party and unloading Surging Flood, then Multiattack the kill-priority (concentration caster or healer). When bloodied, use Rallying Tide to refresh her Naiad and reposition, and lean on Warding Wave plus legendary Surge to never be cornered. As a solo boss her legendary actions let her act between every PC turn; drop a Naiad alongside for a true set-piece.
Put Anahita 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 Anahita?
Natively CR 11 (tier 3, ~levels 11-15). Because she is solo_capable with legendary actions, her sheet is dropped one band so the legendaries let her play up to roughly a CR 12-13 encounter for a party of four. Use the tiers block to run her at CR ~2 (tier 1) or CR ~6 (tier 2) instead.
Can Anahita be a companion or ally?
Yes, but she is a goddess, so treat allied use as a temporary blessing rather than a permanent party member. For a lasting water-themed ally, give players the Springsworn Naiad companion (AC 15, 124 HP) instead, which heals the wounded and drags enemies into the deep on Anahita's behalf.
Does her cold damage and water theme make her easy to resist?
Some parties will have cold resistance, so lean on the non-cold elements of her kit: the Tide-Spear's piercing damage and speed drag, Surging Flood's push and prone, and her control via Riverstep and Warding Wave. Her threat is mobility and battlefield control as much as raw damage.
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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