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Hachiman — Mythological Miniatures STL miniature by Clay Cyanide

Hachiman

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community7,736 views · 94 likes

Hachiman — The Encounter

Divine Bowman of the Eight Banners, war-god of the samurai · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Hachiman

Where banners snap above a hundred-thousand spears, the soldiery whispers his name before the charge. Hachiman is the kami the warrior caste swore by: god of the bow, patron of the loyal sword, guardian who walks among mortal ranks rather than above them. The old chronicles name him protector of the islands and judge of just war, his favor sought by every clan that ever raised a standard at dawn. He carries the great curved bow whose arrows fall like the first light of morning, and a war-axe fanned like a temple roof; his demon-masked shield turns aside the blows the faithful cannot. He does not slaughter for glory. He arrives where the cause is righteous and the outnumbered hold the line, planting his eight-paneled banner so the failing may stand once more. To meet him on the field is to learn that war itself has a god, and that god keeps faith with those who keep theirs.

Run Hachiman in Sixty Seconds

Hachiman

Medium celestial, lawful neutral

CR 11 · 7,200 XP · GUIDELINE
AC 18 (lacquered o-yoroi plate) HP 195 (23d8+92) Speed 40 ft.
STR20+5
DEX16+3
CON18+4
INT14+2
WIS18+4
CHA17+3
SavesStr +9, Con +8, Wis +8
SkillsAthletics +9, History +6, Insight +8, Intimidation +7
Resistradiant; bludgeoning, piercing, and slashing from nonmagical attacks
Immcharmed, frightened
Sensesdarkvision 120 ft., passive Perception 14
LanguagesCelestial, Common, telepathy 60 ft.

Banner of Eight Standards. Hachiman's war-standard radiates resolve. Allies within 30 ft. of him have advantage on saving throws against being charmed or frightened, and the first time each turn an ally within 30 ft. hits with a weapon attack it deals an extra 4 (1d8) radiant damage.

Divine Marksman. Hachiman's ranged weapon attacks ignore half and three-quarters cover and never have disadvantage from long range. When he hits a creature with his bow, that creature can't take reactions until the start of its next turn.

Magic Weapons. Hachiman's weapon attacks are magical.

Actions

Multiattack. Hachiman makes three attacks with his war-axe, or three attacks with his divine bow.

Hachiman's War-Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage plus 9 (2d8) radiant damage.

Divine Bow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 12 (2d6+5) piercing damage plus 7 (2d6) radiant damage, and the target must succeed on a DC 16 Constitution saving throw or be knocked prone.

Sunburst Volley (Recharge 5-6). Hachiman looses a fan of blazing arrows in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much on a success. A creature that fails is also blinded until the end of its next turn.

Bonus Actions & Reactions

Rallying Cry (Reaction). When an ally Hachiman can see within 30 ft. is reduced to 0 hit points but not killed outright, Hachiman can shout a war-cry; that ally drops to 1 hit point instead and can move up to half its speed without provoking opportunity attacks.

Legendary Actions (3/Round)

Loose (1 action). Hachiman makes one Divine Bow attack.

Battle Stride (1 action). Hachiman moves up to his speed without provoking opportunity attacks.

Standard Raised (2 actions). Hachiman plants his war-standard. Until the start of his next turn, each ally within 30 ft. gains 10 temporary hit points and has advantage on its next attack roll.

A broad-shouldered war-god in lacquered samurai plate, his demon-faced great shield slung at his hip and a fan-bladed war-axe raised, the eight-paneled standard of the divine archer rising at his back like a second sun.

Hachiman, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 17 HP 117 (scaled ×0.6) Speed 40 ft.
STR20+5
DEX16+3
CON18+4
INT14+2
WIS18+4
CHA17+3

Demon-Mask Ward (signature). While wielding the great demon-faced shield, the bearer adds +2 to AC (included above) and has advantage on saving throws against effects that would push, pull, or knock it prone.

Actions

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be pushed 10 ft.

Reactions

Interpose. When an ally within 5 ft. is hit by an attack, the bearer can swing the demon-mask across; the attacker rerolls the attack and must use the lower result.

The great oni-faced shield, half banner and half wall, that warded Hachiman's flank now answers to a sworn shieldbearer.

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+16 (52) To-hit+4Save DC13

Open at range with the bow to knock a frontliner prone, then close to axe. If the party clusters, hold Sunburst Volley for the cone. Kill-priority: drop the back-line caster before the standard rallies anyone. Use this scaled version only if you want the war-god as a mid-fight reveal rather than a finale.

Tier 2Levels 5-10 · GUIDELINE
AC16HP15d8+60 (127) To-hit+6Save DC15

Lead a unit: park Hachiman behind two melee allies so Banner of Eight Standards buffs their attacks, and snipe the squishiest PC. When bloodied, plant the standard (Standard Raised analog) and turtle behind the shield companion. Kill-priority for the party: break line of sight to him so the radiant rider stops landing.

Tier 3Levels 11-15 · NATIVE
AC18HP23d8+92 (195) To-hit+9Save DC16

Run him solo as the warlord finale or with the shield companion. Open with Sunburst Volley if the party bunches, then Multiattack the bow on whoever lacks reactions. Spend legendary Loose on the healer; save Rallying Cry and Standard Raised for the bloodied turn. Kill-priority for the DM: deny the party a clean retreat by striding to cut off stragglers.

Put Hachiman 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 Hachiman?

Natively CR 11 (Tier 3, levels 11-15): AC 18, 195 HP, +9 to hit, save DC 16. Because he is solo-capable with legendary actions, his sheet sits one band low so the legendaries let him play up to a worthy boss. Scaled CR 2 (Tier 1) and CR 6 (Tier 2) lines are provided for lower tables.

Can Hachiman be a companion or ally?

Yes. As the war-god patron of the loyal soldier he reads naturally as an ally: his Banner of Eight Standards buffs nearby allies and Rallying Cry pulls them back from death. For a player-facing piece, hand them the bundled Hatomune Shield companion instead, and let Hachiman appear as a summoned divine champion.

Is Hachiman a fiend because of the demon shield?

No. He is a celestial. The oni-faced shield is a war-ward, not his nature; he is the public-domain Shinto-Buddhist kami of war and archery, protector of the warrior caste, statted as a lawful neutral celestial warlord.

Tell Us How It Ran

Played Hachiman 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