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Cernunnos — Mythological Miniatures STL miniature by Clay Cyanide

Cernunnos

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community3,256 views · 27 likes

Cernunnos — The Encounter

Antlered Lord of Wild Things, who commands beast and bough · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Cernunnos

Of the horned ones whose names predate the carved word, Cernunnos is the eldest and least tame. The old peoples named him the Lord between the seasons, who sits the turning year as a man sits a chair, with the torc of sovereignty about his throat and the antlers of the stag rising from his brow. Where he walks, the wood listens: the boar that fears no spear and the wildcat that owns the night come to his hand as dogs come to a shepherd. He is no slayer by nature, but he is the law of the greenwood made flesh, and the greenwood does not forgive trespass. Hunters who took more than their portion found their snares grown over with thorn, their trails closed, their fires drowned. He carries the leaf-crowned staff by which the sap rises and falls, and at its lifting the deep places answer. To bind him is to bind the spring itself, and the spring, in the end, will not be bound.

Run Cernunnos in Sixty Seconds

Cernunnos

Large celestial, neutral

CR 11 · 7,200 XP · GUIDELINE
AC 17 (natural armor, torc and hide) HP 184 (16d10+96) Speed 40 ft.
STR20+5
DEX16+3
CON22+6
INT15+2
WIS22+6
CHA19+4
SavesCon +10, Wis +10, Cha +8
SkillsAnimal Handling +14, Nature +6, Perception +10, Survival +14
Resistcold, fire, lightning
Immpoison; charmed, frightened, poisoned
Sensesdarkvision 120 ft., passive Perception 20
LanguagesCelestial, Sylvan, Common; speaks with beasts and plants

Lord of the Wild Hunt. Cernunnos is never alone in a green place. Beasts within 60 feet that he can see have advantage on saving throws while they can see him, and he treats any beast as a willing creature for spells. His sacred wildcat and boar (the companion) start the encounter beside him.

Verdant Renewal. At the start of each of his turns, if Cernunnos is touching natural ground or living growth, he regains 15 hit points. This trait does not function if he took fire damage since his last turn.

Magic Resistance. Cernunnos has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Cernunnos makes two attacks: one with his Antlered Staff and one with his Goring Charge, or he casts a spell and makes one Antlered Staff attack.

Antlered Staff. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone as grasping roots erupt around it.

Goring Charge. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) piercing damage. If Cernunnos moved at least 15 feet straight toward the target, it takes an extra 9 (2d8) piercing damage and must make a DC 17 Strength saving throw or be pushed 10 feet away.

Call of the Greenwood (Recharge 5-6). Cernunnos sounds the wild call. Each creature of his choice within 30 feet must make a DC 17 Wisdom saving throw. On a failure, a creature takes 33 (6d10) thunder damage and is restrained by binding vines until the end of its next turn; on a success it takes half damage and is not restrained. Beasts and plants automatically succeed.

Bonus Actions & Reactions

Beast Speech. As a bonus action, Cernunnos commands one allied beast he can see within 60 feet to use its reaction to move up to its speed and make one attack.

Thornward. When a creature within 5 feet hits Cernunnos with a melee attack, he can use his reaction to lash it with antler and bramble, dealing 9 (2d8) piercing damage to the attacker.

Legendary Actions (3/Round)

Stride the Wild. Cernunnos moves up to half his speed without provoking opportunity attacks. If he ends this movement in foliage or difficult terrain, he gains advantage on his next attack.

Antler Strike. Cernunnos makes one Goring Charge attack.

Summon the Pack (Costs 2 Actions). Cernunnos calls a beast bound to the wild. One ally beast within 60 feet immediately takes its full turn, or grasping roots sprout in a 10-foot square he can see within 60 feet, making that square difficult terrain until the end of his next turn.

An antlered lord crowned in living horn stands upon a riven stump, leaf-wound staff raised, while a watchful wildcat and a wild boar keep the old paths at his feet.

Cernunnos, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 13 HP 52 (scaled ×0.6) Speed 40 ft.
STR20+5
DEX16+3
CON22+6
INT15+2
WIS22+6
CHA19+4

Sacred Pair (signature). The wildcat and boar act on the same initiative as a single companion. While both beasts are alive, each has advantage on attack rolls against a creature within 5 feet of the other.

Actions

Rend and Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing or piercing damage. If this attack hits a prone or restrained target, it deals an extra 4 (1d8) damage.

Reactions

Guard the Lord. When a creature it can see attacks Cernunnos while within 5 feet of either beast, the pair can impose disadvantage on that attack roll.

The wildcat and the wild boar at the lord's feet are not pets but oaths in fur and tusk, and they spend themselves gladly to keep the old crown standing.

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
AC14HP8d8+24 (60) To-hit+4Save DC13

Open by sounding Call of the Greenwood into the cluster, then let the wildcat and boar pin a flank while Cernunnos hangs back behind difficult terrain. Kill-priority is whoever carries fire, since fire shuts off his Verdant Renewal. Pair him as the surprise capstone of a forest crawl rather than the first thing a level-2 party meets.

Tier 2Levels 5-10 · GUIDELINE
AC16HP12d10+60 (126) To-hit+7Save DC15

Lead with Goring Charge to knock a frontliner prone, then have the beasts pile on the prone target for their bonus damage. When bloodied, retreat into foliage with Stride the Wild and use Verdant Renewal to outlast burst damage. He pairs naturally with fey or beast-themed minions; run him as a defender of a sacred grove the party is raiding.

Tier 3Levels 11-15 · NATIVE
AC17HP16d10+96 (184) To-hit+9Save DC17

Open with Call of the Greenwood to restrain the back line, then alternate Antlered Staff knockdowns with Antler Strike legendary actions on the prone. Spend legendary actions on Summon the Pack to keep beasts acting and the field choked with roots. Kill-priority is anyone wielding fire; protect that one trait with terrain and the boss snowballs. Genuine solo boss with legendary actions and a self-heal.

Put Cernunnos 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 Cernunnos?

Natively CR 11 (XP 7,200), tuned as a tier-3 solo boss for parties of level 11-15. Because he has legendary actions, a reaction lash, and a self-heal, his sheet sits one band below where a horde-style adversary would land at the same threat, so he plays up against four-to-five heroes. Scaled stat blocks for tiers 1 and 2 are included for lower-level forest encounters.

Can Cernunnos be a companion or ally?

Cernunnos himself is a deity-scale patron rather than a follower, but his sacred wildcat and boar make an excellent bound companion (AC 13, 52 HP) for a druid, ranger, or beast-warden hero. The pair fights as one, guards its master, and gains advantage when flanking together, mirroring the boss's own Lord of the Wild Hunt theme on a player-friendly scale.

How do I make the fight harder or easier?

Easier: fight him away from living ground so Verdant Renewal never triggers, and let the party bring torches. Harder: stage the battle in a dense sacred grove so every square is difficult terrain, add two ordinary beasts the party must clear before they can pressure him, and spend his legendary actions aggressively on Summon the Pack to keep the board crowded.

Tell Us How It Ran

Played Cernunnos 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