Hecatoncheires
Hecatoncheires — The Encounter
The Hundred-Handed, chained colossus of the primordial deep · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Hecatoncheires
Before the gods drew their first breath, the Earth and the Sky bore three sons of monstrous shape, each crowned with fifty heads and a hundred unsleeping hands. These are the Hundred-Handed Ones, hurlers of mountains, whose strength the elder powers feared above all their other children. For that fear they were cast down and bound in chains beneath the roots of the world, set to guard a prison they themselves could not leave. Yet chains rust, and oaths sworn in terror do not hold forever. When the young gods warred against the old, it was the Hundred-Handed Ones, freed and grateful, who tore whole ranges from the ground and buried the defeated beneath them. A single one of these titans can darken the sky with thrown stone and fill the air with a hundred blades at once. To meet one is to face not a warrior but a moving siege, a being for whom no shield was ever forged that all its hands could not overwhelm.
Run Hecatoncheires in Sixty Seconds
- What it is: a Gargantuan hundred-handed titan, a one-creature siege engine. AC 18, HP 207, +12 to hit, DC 17. Solo boss for an 11th-15th level party.
- Open with: Hurl Boulder before the fight closes, or Hundred-Handed Hail the moment melee clusters. Chained Wrath fires the FIRST time it is hit — 3d10 to everyone within 15 ft.
- Kill-priority: it ignores fleeing PCs by reaching them with Crushing Stride legendary action and prone-locking the rest; aim its Multiattack at whoever is keeping the party standing.
- When bloodied: stop single-targeting. Spend legendary actions on Hundred-Handed Hail and Crushing Stride so every nearby PC is making saves; Bristling Guard punishes each melee hit with a free Sword Storm.
- Three ways to run it: (1) raging unchained colossus that just shattered free; (2) reluctant warden defending a sealed prison only if attacked; (3) freed ally that buries the party's enemies under a mountain.
Hecatoncheires
Gargantuan giant (titan), chaotic neutral
CR 11 · 7,200 XP · GUIDELINEHundred Hands. Signature. The Hecatoncheires never lacks a free hand. It cannot be disarmed, ignores the loss of any single limb, and can wield a weapon in each of the attacks granted by its Multiattack. It has advantage on grapple checks and on saving throws to maintain concentration is not applicable — instead, attacks against it from creatures it has grappled are made at disadvantage as a dozen arms shield its bulk.
Siege Monster. The Hecatoncheires deals double damage to objects and structures.
Chained Wrath. Ancient chains still bind the colossus. While it has taken no damage this combat its speed is 0, but the first time it is hit by an attack it tears free: the chains shatter, every creature within 15 ft. must succeed on a DC 17 Dexterity saving throw or take 16 (3d10) bludgeoning damage as stone and iron explode outward.
Actions
Multiattack. The Hecatoncheires makes three Sword Storm attacks, or two Sword Storm attacks and uses Hurl Boulder.
Sword Storm. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone as a wall of swords sweeps its legs.
Hurl Boulder. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 24 (4d8 + 7) bludgeoning damage, and a Large or smaller creature is knocked prone.
Bonus Actions & Reactions
Bristling Guard (Reaction). When a creature the Hecatoncheires can see hits it with a melee attack, it makes one Sword Storm attack against that creature with the same dozens of waiting blades.
Legendary Actions (3/Round)
Sword Sweep. The Hecatoncheires makes one Sword Storm attack.
Crushing Stride (Costs 2 Actions). The Hecatoncheires moves up to its speed without provoking opportunity attacks. Each creature whose space it passes through must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.
Hundred-Handed Hail (Costs 2 Actions). Every creature within 15 ft. of the Hecatoncheires must succeed on a DC 17 Dexterity saving throw, taking 18 (4d8) slashing damage on a failure, or half as much on a success, as a hundred arms lash out at once.
A storm-grey colossus of fused bodies and a hundred grasping arms, every fist clutching a sword or spear, rears from a chained cliff veined with smoldering fire — the warden of the deep places, torn loose at last.
Hecatoncheires, Bound
Companion · acts on your initiative
Bound · GUIDELINEMany Hands (signature). Hecatoncheires cannot be disarmed and has advantage on grapple checks and ability checks made to grab, hold, or restrain. A creature it grapples has disadvantage on its attack rolls against allies other than Hecatoncheires.
Actions
Blade Flurry. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 6) slashing damage, and the target must succeed on a DC 15 Strength save or be pushed 10 ft.
Reactions
Catch the Strike. When an ally within 10 ft. is hit by a melee attack, Hecatoncheires may use its reaction to grant that ally +3 AC against the triggering attack as a dozen hands intercept the blow.
A lesser kin of the Hundred-Handed, still half-wrapped in the chains of its old prison, Hecatoncheires fights beside those who struck its bonds free.
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 with Hurl Boulder to scatter a clustered party before they close. Use Chained Wrath's burst the instant it is first hit, then wade into the densest knot of low-HP characters. Kill-priority: anyone trying to escape ranged poke — its prone-on-hit shuts down kiters.
Lead with the chain burst, then Multiattack the frontline to knock them prone and pin the casters behind a wall of blades. Save Bristling Guard for whoever hits hardest. Pair it as the heavy enforcer beside a Greek-myth spellcaster who herds the party into its 15 ft. reach.
Solo centerpiece. Open the round with Hundred-Handed Hail when melee clusters, then Multiattack the tank to keep them prone. Spend legendary actions on Sword Sweep against fleeing ranged attackers and Crushing Stride to reach backline casters. When bloodied, lean on Bristling Guard and AoE legendary actions — it wants everyone in close so its hundred hands all reach.
Put Hecatoncheires 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 Hecatoncheires?
Its home tier is CR 11 (7,200 XP), built as a solo boss for an 11th-15th level party. Because it has legendary actions and a punishing reaction it plays up a step, so its native sheet sits one band lower than a non-solo Tier 3 add-on would. Scaled stat blocks for Tier 1 (CR ~2) and Tier 2 (CR ~6) are included if you want it earlier.
Can Hecatoncheires be a companion or ally?
Yes — at full size it is overwhelming, so the companion sheet gives you Aegaeon, Bound, a lesser hundred-handed kin (AC 16, HP 124). It grapples and shields allies with its many hands and can intercept blows with Catch the Strike, fitting a story where the party freed it from ancient chains and earned its loyalty.
How do I keep a hundred-handed giant from feeling like just a big bag of hit points?
Use its area legendary actions and Bristling Guard every round so the threat is constant motion, not one slow turn. Knock characters prone to force hard choices, use Hurl Boulder and Crushing Stride to deny the backline a safe distance, and describe arms reaching from everywhere — the fantasy is being surrounded by one creature.
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.
The Legend
In Your Campaign
Source Mythology: Hecatoncheires draws from ancient mythological traditions, bringing legendary power to your tabletop.
Encounter Design: Use Hecatoncheires as a divine patron, a mythic boss encounter, or the centerpiece of a mythology-themed campaign arc. The model's dynamic pose creates immediate dramatic tension at the table.
Campaign Hooks: An ancient temple awakens. A prophecy names Hecatoncheires as either savior or destroyer. A cult seeks to summon or bind this mythological power for mortal purposes.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Frequently Asked Questions
What scale is the Hecatoncheires miniature available in?
Hecatoncheires is available in 32mm (tabletop standard) and 75mm (display/collector scale). Both scale files are included with presupported and unsupported STL options.
Is the Hecatoncheires STL file presupported?
Yes. Every Clay Cyanide miniature includes presupported STL files optimized for resin printing at 0.05mm layer height, plus unsupported files for custom support placement.
Can I use Hecatoncheires in my D&D or tabletop RPG campaign?
Absolutely. Hecatoncheires is designed for tabletop gaming at 32mm scale, fitting standard grid-based combat systems. The dynamic pose and detailed sculpt create memorable encounters and character moments.
Played Hecatoncheires 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.
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