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Ashura — Mythological Miniatures STL miniature by Clay Cyanide

Ashura

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community539 views · 12 likes

Ashura — The Encounter

Crimson Warlord enthroned at the gate between worlds · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Ashura

Where the mortal road of Yamato thins into mist, the Gate of Ashura stands, and upon its stone throne sits the warlord who will not be moved. They name him oni, fiend, devil-king — yet he keeps a soldier's oath older than the temples: nothing crosses into the spirit realm save by his leave. His axe was forged from a fallen sun and a slain god's jaw, and it burns gold even in the deepest fog. Generals once knelt to him; now only the dead garrison the gate, and Ashura wars on alone, regenerating each wound the way mountains shrug off rain. He suffers no negotiation he did not begin and no trespass he did not sanction. Those who reach his throne find him almost courteous — until they refuse to turn back. Then the courtesy ends, the aura of divine dread tightens, and the Crimson Warlord rises to teach why the gate has never once been breached.

Run Ashura in Sixty Seconds

Ashura

Large fiend (oni), lawful evil

CR 11 · 7,200 XP · GUIDELINE
AC 18 (natural armor, war-king's poise) HP 195 (18d10+96) Speed 40 ft.
STR21+5
DEX14+2
CON22+6
INT16+3
WIS17+3
CHA20+5
SavesStr +9, Con +10, Wis +7, Cha +9
SkillsAthletics +9, Intimidation +9, Perception +7
Resistcold; bludgeoning, piercing, and slashing from nonmagical attacks
Immfire, poison; poisoned
Sensesdarkvision 120 ft., passive Perception 17
LanguagesCommon, Giant, Infernal

Magic Weapons. Ashura's weapon attacks are magical, and his golden axe deals an extra 9 (2d8) fire damage (included below).

Wrath of the Gate. Signature. While Ashura is at or above half his hit points he is wreathed in divine menace: each enemy that starts its turn within 10 ft. of him has disadvantage on the first saving throw it makes that turn. The moment he drops below half (is bloodied), this aura collapses into open fury — instead, his melee attacks score a critical hit on a roll of 19 or 20, and he can make one extra Crescent Axe attack as part of each Multiattack until the end of the encounter.

Regeneration. Ashura regains 10 hit points at the start of his turn if he has at least 1 hit point and has not taken radiant damage since his last turn.

Actions

Multiattack. Ashura makes two attacks with his Crescent Axe.

Crescent Axe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 5) slashing damage plus 9 (2d8) fire damage.

Conqueror's Roar (Recharge 5-6). Ashura looses a world-shaking roar in a 30-foot cone. Each creature there must make a DC 16 Constitution saving throw, taking 36 (8d8) thunder damage on a failed save, or half as much on a success. A creature that fails is also pushed 10 ft. and knocked prone.

Bonus Actions & Reactions

Warlord's Riposte (Reaction). When a creature Ashura can see hits him with a melee attack, he can make one Crescent Axe attack against that creature.

Legendary Actions (3/Round)

Legendary Actions. Ashura can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. He regains spent actions at the start of his turn.

Stride. Ashura moves up to his speed without provoking opportunity attacks.

Crescent Sweep (Costs 1 Action). Ashura makes one Crescent Axe attack.

Gate's Judgment (Costs 2 Actions). Ashura points his axe at one creature he can see within 30 ft.; it must succeed on a DC 16 Wisdom saving throw or take 13 (3d8) fire damage and have disadvantage on attack rolls until the end of its next turn.

A mountainous red oni in tarnished gold warplate sits upon a throne beneath a fog-shrouded pagoda gate, a gilded crescent axe taller than a man resting across his knee.

Ashura, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 15 HP 110 (scaled ×0.6) Speed 40 ft.
STR21+5
DEX14+2
CON22+6
INT16+3
WIS17+3
CHA20+5

Gate-Sworn (signature). While within 30 ft. of the creature it guards, the Ashura has advantage on saving throws against being frightened or charmed, and any ally it can see within 10 ft. has resistance to fire damage.

Actions

Stone Maw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage, and the target is grappled (escape DC 15) if it is Large or smaller.

Reactions

Guardian's Lunge. When an ally within 10 ft. is hit by an attack, the Ashura can move up to half its speed toward that ally; if it ends adjacent, the attacker has disadvantage on its next attack this turn.

A carved lion-dog brought to roaring stone life, one of the twin guardians flanking the Gate of Ashura.

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
AC14HP9d8+18 (58) To-hit+4Save DC13

Drop to this band only if the party is low level; even then run him as a dreaded scene-ender, not a wave fight. Open with Conqueror's Roar to scatter the front line, then chase the lowest-HP striker. Keep him as the single threat — at this tier he is a campaign villain, not an add.

Tier 2Levels 5-10 · GUIDELINE
AC16HP14d10+56 (133) To-hit+7Save DC15

Open with the Wrath aura up so the party eats disadvantage on their first key save, then Multiattack the squishiest caster. Save Conqueror's Roar for when 3+ heroes cluster. Kill-priority: anyone who can deal radiant damage, since it shuts off his Regeneration.

Tier 3Levels 11-15 · NATIVE
AC18HP18d10+96 (195) To-hit+9Save DC16

Run him solo with legendary actions: Stride to stay on the backline caster, Crescent Sweep between turns, Gate's Judgment to blind a heavy hitter. Lead with the aura; when bloodied, lean into the extra crit-19 axe swing. Pair the twin Komainu only if you want a true gate-siege finale.

Put Ashura 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 Ashura?

Native CR 11 (7,200 XP) at his home Tier 3, built as a solo-capable boss with legendary actions and a strong reaction. The provided Tier 1 and Tier 2 lines drop his AC, HP, to-hit, and save DC into those bands if you need to field him earlier — but he is always meant to be the centerpiece, never a mob add.

Can Ashura be a companion or ally?

Ashura himself is a warlord boss, not a follower — he answers to no one. But the encounter ships with the Komainu, Bound: a stone lion-dog guardian (AC 15, HP 110) that can grapple intruders, lend allies fire resistance, and lunge to defend them. Hand the Komainu to a player or run it beside any defender who guards a threshold.

How do I keep the fight from becoming a slog?

His Regeneration is the dial. If the party has no radiant damage, soften his HP toward the Tier 2 line or simply rule that crossing the gate ends the fight. If they do have radiant, lean in — encourage them to spend it to shut off the 10 HP/turn and reward the tactic with a faster, more cinematic kill.

Tell Us How It Ran

Played Ashura 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