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Angra Mainyu — Mythological Miniatures STL miniature by Clay Cyanide

Angra Mainyu

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community1,008 views · 16 likes

Angra Mainyu — The Encounter

The Destructive Spirit, twin-bladed embodiment of the great Lie · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Angra Mainyu

In the long war of the Bundahishn it is written that from the Endless Light came Ahura Mazda, and from the Endless Dark came his shadow and adversary, Angra Mainyu, the Destructive Spirit. Where the Wise Lord shaped truth, the Destructive Spirit answered with the Lie called Druj, and into the perfect world he loosed sickness, winter, and the doubt that turns brother against brother. He cannot create, only corrupt, and so he wields what light has already forged: stolen blades, stolen wisdom, stolen love twisted into suspicion. Magi teach that he is bound to rise three times across the ages and three times be cast down, yet each defeat scatters him like sparks rather than ending him. To meet him in battle is to fight the very impulse to betray, for his nearest gift is not the sword but the whisper that your shieldmate has already failed you. Slay the body and the Lie merely seeks another tongue to speak through.

Run Angra Mainyu in Sixty Seconds

Angra Mainyu

Large fiend (demon), chaotic evil

CR 11 · 7,200 XP · GUIDELINE
AC 18 (natural armor + unholy menace) HP 195 (17d10+102) Speed 40 ft.
STR21+5
DEX18+4
CON22+6
INT17+3
WIS16+3
CHA20+5
SavesDex +8, Con +10, Wis +7, Cha +9
SkillsDeception +9, Intimidation +9, Perception +7
Resistcold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Immpoison; charmed, frightened, poisoned
Sensesdarkvision 120 ft., passive Perception 17
LanguagesAbyssal, Common, Infernal, telepathy 120 ft.

Aura of the Lie. Truth withers near the Destructive Spirit. Creatures other than Angra Mainyu within 15 feet of it have disadvantage on saving throws against being frightened, and any creature that ends its turn there must succeed on a DC 16 Wisdom save or be unable to discern truth from falsehood (treating one ally as an enemy) until the start of its next turn.

Magic Weapons. Angra Mainyu's twin blades are magical.

Spawn of Druj. When Angra Mainyu drops to 0 hit points, it dissolves into a roiling cloud of darkness rather than dying outright; each hostile creature within 10 feet takes 14 (4d6) necrotic damage as the Lie scatters back into the world.

Actions

Multiattack. Angra Mainyu makes two attacks with its Twin Blades.

Twin Blades. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage plus 7 (2d6) necrotic damage.

Withering Word (Recharge 5-6). Angra Mainyu utters a lie made manifest in a 30-foot cone. Each creature in that area must make a DC 16 Charisma saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much on a success. A creature that fails is also frightened of Angra Mainyu until the end of its next turn.

Bonus Actions & Reactions

Shadowstep (Reaction). When a creature it can see ends its turn within 30 feet, Angra Mainyu can teleport to an unoccupied space within 5 feet of that creature and make one Twin Blades attack against it.

Legendary Actions (3/Round)

Blade Sweep. Angra Mainyu makes one Twin Blades attack.

Sow Discord (Costs 2 Actions). Angra Mainyu targets one creature it can see within 30 feet. That creature must succeed on a DC 16 Wisdom saving throw or use its reaction, if available, to make one weapon attack against a creature of Angra Mainyu's choice.

Rise of Darkness (Costs 2 Actions). Angra Mainyu fills a 15-foot radius around itself with crawling shadow until the start of its next turn. The area is heavily obscured to its enemies, and Angra Mainyu can see through it normally.

A horned, fanged war-spirit erupts from a shard of black crystal, hair streaming like smoke, a wicked curved blade hissing in each hand. Every motion is a denial of order made flesh.

Angra Mainyu, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 117 (scaled ×0.6) Speed 40 ft.
STR21+5
DEX18+4
CON22+6
INT17+3
WIS16+3
CHA20+5

Evil Mind (signature). Angra Mainyu radiates corrupting thought. A creature that starts its turn within 10 feet of Angra Mainyu and can see it must succeed on a DC 14 Wisdom save or have disadvantage on its next attack roll or ability check.

Actions

Raking Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Reactions

Feed the Doubt. When an ally within 30 feet is reduced to 0 hit points, Angra Mainyu gains 10 temporary hit points and advantage on its next attack.

The demon of evil thought, Angra Mainyu shadows the Destructive Spirit, whispering despair into the ears of the dying so the Lie never wants for a host.

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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP55 (10d8+10) To-hit+4Save DC13

Open with Withering Word on the cluster, then carve the lightest-armored hero. If foes bunch, lead with Sow Discord to turn an ally against the party. As a downscaled solo it still hits hard, give it terrain to Shadowstep across.

Tier 2Levels 5-10 · GUIDELINE
AC16HP120 (16d8+48) To-hit+7Save DC15

Lead by Shadowstepping onto the backline caster and double-attacking. Save Withering Word for when three or more are clustered. Spend legendary actions on Rise of Darkness to break line of sight, then strike from the shadow.

Tier 3Levels 11-15 · NATIVE
AC18HP195 (17d10+102) To-hit+9Save DC16

Open with Withering Word to fear and soften the formation, then full Multiattack on the squishiest target. Each round spend legendaries: Blade Sweep on a healer, Sow Discord to peel off a striker. When bloodied, Rise of Darkness and reposition so only you can see. This is the flagship boss, give it one or two Akoman adds to bleech the dying.

Put Angra Mainyu 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

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Angra Mainyu?

As built it is a CR 11 solo boss (7,200 XP) for Tier 3 parties of level 11-15, with legendary actions letting it punch above its raw numbers. The tier table also gives ready CR 2 and CR 6 versions, identical traits and actions, only the numbers shift.

Can Angra Mainyu be a companion or ally?

Not meaningfully, it is the embodiment of the Lie and cannot be trusted or bound for long. If you must, treat it as a treacherous patron that will betray the party the instant doing so serves chaos. Its provided companion, Akoman the demon of evil thought, is the bound minion that travels with it.

Why does it not just die at 0 hit points?

Spawn of Druj means the Destructive Spirit scatters rather than dying, dealing 4d6 necrotic to nearby foes as a parting blow. Narratively it can resurface later in another form, mechanically the fight ends but you can foreshadow a return arc.

Tell Us How It Ran

Played Angra Mainyu at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included