Atalanta
Atalanta — The Encounter
The unbeaten huntress whose golden arrows never wander · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Atalanta
They left her on the mountain to die and a she-bear suckled her instead, so the hills raised Atalanta before any king could. No man outran her; those who tried and lost paid the wager with their lives, until the trick of three golden apples stooped her stride. She drew first blood on the Calydonian Boar when seasoned spearmen flinched, and her shaft found it before any hero's did. She sailed where she was barred from sailing and wrestled where she was told a woman could not, and won. The gilded armor here is later finery, won or gifted; beneath it she is still the foundling who trusts her own feet and her own eye over any throne. Pray she names you friend before the hunt, for she has never yet been beaten to the kill, and the apple that catches her does not exist in every wood.
Run Atalanta in Sixty Seconds
- Stay mobile She moves 40 ft. and can Dash or Disengage as a bonus action, so never let her get pinned, run her like a kite that drops three arrows a round.
- Mark first Open each fight by bonus-action Marking the enemy healer or caster, then fire three shots, extra damage stacks only against that quarry.
- Unerring Aim Once a turn she ignores cover and crits on a 19, so cover does not save the backline, position her with sight lines to the whole field.
- When bloodied (59 HP) She stops trading and starts fleeing, Disengage, sprint to fresh high ground, and only re-engage from a new angle.
- Three ways to run her Ranged sniper on a ridge, hit-and-run skirmisher weaving through terrain, or pack-hunter paired with Kalydon flushing prey into her line.
Atalanta
Medium humanoid (human), chaotic good
CR 6 · 2,300 XP · GUIDELINESwift of Foot. Atalanta can take the Dash or Disengage action as a bonus action on each of her turns. Opportunity attacks against her are made with disadvantage.
Unerring Aim. Signature. Once on each of her turns when Atalanta makes a ranged weapon attack, she can ignore half cover and three-quarters cover, and she scores a critical hit on a roll of 19 or 20. If she has not moved since her last turn, she also gains advantage on that attack.
Actions
Multiattack. Atalanta makes three attacks with her golden longbow.
Golden Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 12 (1d8+5) piercing damage plus 4 (1d8) radiant damage.
Hunting Knife. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage.
Bonus Actions & Reactions
Marked Quarry (1/turn). As a bonus action, Atalanta designates one creature she can see as her quarry until the end of her next turn. Her ranged attacks against that quarry deal an extra 3 (1d6) damage and she rolls Perception and Survival checks to track it with advantage.
Sidestep (Reaction). When a creature she can see hits her with an attack, Atalanta can halve the damage and then move up to 10 feet without provoking opportunity attacks.
Sheathed head to heel in fitted gold plate, a winged helm crowning her wind-thrown hair, Atalanta plants one greaved foot on the rocks and draws a longbow worked like a leaping stag, a single arrow already streaking past the frame.
Atalanta, Bound
Companion · acts on your initiative
Bound · GUIDELINECoursing Pack Tactics (signature). Atalanta has advantage on an attack roll against a creature if at least one of Atalanta's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, and the target must succeed on a DC 14 Strength save or be knocked prone.
Reactions
Flush the Quarry. When an enemy within 10 feet of Atalanta takes the Disengage action or tries to leave its reach, Atalanta can move up to its speed toward that enemy.
A scarred boar-hound bred for the long chase, it bays once when the trail goes hot and does not stop until the quarry is brought to ground.
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 from max range and Marked Quarry the squishiest backliner, then Dash behind cover as a bonus action. Kill-priority: enemy healers and casters she can see. Pair her with a melee bruiser to pin the front line while she picks the rear apart.
Open with Marked Quarry on the party's healer, then three longbow shots using Unerring Aim to punch through cover. If a melee threat closes, Sidestep the first hit and bonus-action Disengage to keep 40 ft. of clean line. She is the precision-archer piece, set her on high ground beside a heavier boss who holds the choke.
Same play, faster: Marked Quarry, three shots, reposition every round so she never stands still. Kill-priority is whoever just dropped a concentration spell. Pair with a tankier flagship; she punishes anyone who breaks line of sight to deal with it.
Put Atalanta 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 Atalanta?
Natively CR 6 (Tier 2, XP 2,300) as a mortal archer-skirmisher. Use the Tier 1 column (CR ~2) for levels 1-4 or the Tier 3 column (CR ~11) for levels 11-15, the traits stay identical and only the numbers move.
Can Atalanta be a companion or ally?
Yes. She is not solo_capable, so she shines as an ally archer or rival-turned-friend who softens a group from range. Drop her AC and HP to the party's tier and let her Mark the most dangerous enemy each round, she covers a flank without overshadowing the PCs.
Why is she a humanoid and not a demigod or celestial?
The render is a fully mortal armored huntress with a bow and no wings, halo, or divine aura, so she is statted as a Medium humanoid. Her radiant arrow rider is a touch of legend, not a sign of celestial type, keep her grounded and let her speed and aim carry the menace.
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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