Greek Chariot
Greek Chariot — The Encounter
Thundering war-car of the heroic age, drawn by twin chargers · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Greek Chariot
In the heroic age, before the close press of the phalanx ruled the field, the chariot carried champions across the plain. A driver held the reins while the warrior loosed shaft after shaft, the team's speed turning every charge into a fresh angle of attack. To meet one was to be hunted: it circled beyond spear-reach, raining arrows, then wheeled in to trample the broken and the slow. Poets sang that the finest teams were sired from the wind itself, untiring and fearless of the clash of bronze. A captain who lost his chargers was counted half-undone, for the car without horses is only a box of wood and a man on foot. Wise foes learned the lesson written in the dust of a hundred sieges: do not chase the chariot. Bring it to a halt. Cut the traces, hamstring the team, hem it against a wall or a river, and the thundering terror becomes a single weary archer.
Run Greek Chariot in Sixty Seconds
- It is a platform, not a tank. The chariot's whole identity is mobility, never let it sit still. Move 20+ feet every turn and it shoots with Hail of Arrows, ignoring half cover and provoking nothing.
- Open by lining up the lane. First turn, move in a straight line through the open battlefield and loose two Longbow shots at the squishiest target in range.
- Kill-priority is the horses. Telegraph this to your players, the chargers carry 30 of the unit's HP and grant the 60 ft. speed and Trample. Drop them and the rider becomes a stranded foot archer.
- When bloodied (dropped to 89 hp), cut the traces. The team is dead, the rider fights on at 30 ft. with no Trample but keeps shooting, defiant to the end.
- Three ways to run it: (1) skirmisher, laps at the edge raining arrows; (2) shock piece, Trampling Charge into prone-locked lines; (3) escort, Wheel Away to keep a fleeing VIP out of melee.
Greek Chariot
Large humanoid (human), any alignment
CR 6 · 2,300 XP · GUIDELINECharioteer and Team. This stat block represents the warrior and his two yoked chargers as one fighting unit. The chargers have a combined effective AC of 13 and 30 of the unit's hit points; while at least one charger lives, the unit keeps its 60 ft. drawn speed and the Trample option. If both chargers are slain (reduce the unit to 89 hp or fewer and the rider chooses to cut the traces), the rider fights on foot at 30 ft. speed and loses Trample.
Mobile Platform. The charioteer ignores difficult terrain made of rubble, sand, or open battlefield while the car is rolling, and has advantage on Dexterity (Acrobatics) checks to keep his footing.
Hail of Arrows. Signature. When the chariot moves at least 20 feet in a straight line on its turn, the charioteer may loose arrows without provoking opportunity attacks and ignores half cover against targets within 60 feet, raining shafts down on a fleeing line as the wheels thunder past.
Actions
Multiattack. The charioteer makes two Longbow attacks, or one Trampling Charge and one Longbow attack.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8+3) piercing damage.
Trampling Charge. Melee Weapon Attack: +6 to hit (the chargers' hooves), reach 5 ft., one target. Hit: 14 (2d8+3) bludgeoning damage, and if the target is Large or smaller it must succeed on a DC 14 Strength saving throw or be knocked prone.
Bonus Actions & Reactions
Wheel Away. Reaction (when a creature ends a melee attack against the charioteer): the team lurches forward, letting the car move up to half its speed without provoking opportunity attacks.
A crested bronze-helmed warrior braces in the rail of a war-car, bow drawn to the cheek, while two muscled chargers strain at the yoke in mid-gallop. The light wheeled cab is faced with an embossed shield-boss, built for speed and the killing pass.
Greek Chariot, Bound
Companion · acts on your initiative
Bound · GUIDELINETireless Gallop (signature). The team never suffers exhaustion from a forced march and can Dash as a bonus action across open ground, carrying its rider 60 feet in a heartbeat.
Actions
Pair of Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+3) bludgeoning damage, and a Large or smaller target must succeed on a DC 13 Strength save or be knocked prone.
Reactions
Bolt. When an ally within 5 ft. is hit, the team surges, granting that ally and itself 15 feet of movement that does not provoke opportunity attacks.
Two yoked chargers bred for war, foaming and fearless, that turn a fragile cab into a weapon of speed.
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 at long range with the Longbow and keep the car rolling so melee can never pin it. Use Trampling Charge only against a single isolated, low-HP target, then Wheel Away. Pairs with foot skirmishers who herd enemies into the chariot's running lanes.
Open with Hail of Arrows: move 20+ feet in a line and loose two shots, ignoring half cover. Kill-priority is anyone trying to grapple or net the team. When the unit drops to 89 hp, the chargers are dying, cut the traces and fight as a stubborn archer on foot. Pair it with a bigger threat, this is the harassment-and-mobility piece, not the centerpiece.
Run hit-and-run laps at the party's edge, opening every turn with two arrows after a straight-line move. Save Trampling Charge for casters and prone targets. The team is the soft spot, expect spellcasters to immobilize it. Field it alongside a flagship boss as the mobile flanker that punishes anyone who breaks formation.
Put Greek Chariot 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 Greek Chariot?
Its native build is CR 6 (2,300 XP), a Tier 2 mobile archer platform. Scaled stat blocks are provided for Tier 1 (~CR 2 feel) and Tier 3 (~CR 11 feel) so you can drop it into any party level.
Can Greek Chariot be a companion or ally?
Yes. The Yoke-Team, Bound (AC 13, 71 hp) serves as a mounted ally or vehicle: a tireless pair of war-chargers that grant fast repositioning, a trampling hoof attack, and a Bolt reaction to yank an ally out of danger.
Is the chariot solo-capable?
No. It has no legendary actions and dies the moment its team is brought down, so it is an add-on piece. Pair it with a flagship boss and let it punish anyone who breaks ranks or tries to flee.
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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