Hachiman
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
- Hold his Sunburst Volley for the moment the party clusters within a 60-foot cone; it is 10d6 radiant plus blind and it is his single biggest swing.
- Open at range. Bow first, every time. Divine Marksman ignores cover and shuts off the target's reactions, so lead with it against the enemy's most reaction-hungry PC (the counterspeller, the Sentinel).
- Kill-priority is the healer. Point legendary Loose actions at whoever keeps the party standing; the bow knocks prone on a failed Con save, stacking the disadvantage.
- When bloodied, plant the banner. Switch from offense to Standard Raised plus Rallying Cry; he becomes a fortress that refuses to let allies die. If solo, this is when he turtles behind cover and snipes.
- Three ways to run him: warlord finale (solo, lean on legendaries), flagship plus the Hatomune shield companion, or a buffing battlefield-commander parked behind his own troops feeding them radiant riders.
Hachiman
Medium celestial, lawful neutral
CR 11 · 7,200 XP · GUIDELINEBanner 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 · GUIDELINEDemon-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.
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.
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.
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
- 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 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
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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