Heimdall
Heimdall — The Encounter
Golden-toothed watchman of the rainbow road, who never sleeps · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Heimdall
He is the keeper of the trembling bridge, born of nine mothers at the world's edge, set by the All-Father to watch the one road that climbs from the lower realms into the halls of the gods. They name him the whitest of the shining ones, and the golden-toothed, for no gleam of treachery escapes him. He neither sleeps by night nor by day; he sees a hundred leagues before him in light or dark, and hears the wool grow on the sheep and the grass push from the soil. At his side hangs the resounding horn, and it is written that when he sets it to his lips and winds a single blast, every realm shall hear it, and the long-foretold ending of the world shall begin. Until that hour he stands unmoving upon the bridge, maul in hand, the last warden between the deceiver's spawn and the bright halls he is sworn to keep.
Run Heimdall in Sixty Seconds
- Nothing hides from him. Invisibility, illusions, and Stealth give the party no edge — narrate that he is already looking at them. Skip the cat-and-mouse; this fight is a stand-up contest of the bridge.
- Open with the watch. First turn, identify the loudest ranged threat and the most fragile target near Heimdall, then Multiattack the nearest melee foe — he holds position rather than charging.
- Hold the horn for clusters. Sounding of the Horn is a 60-ft cone that prones — fire it the moment three or more PCs line up, and remember allies in the cone take no damage and gain advantage.
- When bloodied, sound the rally. Spend Cry of Warning to hand out temp HP and reposition any allies, and lean on Ever-Vigilant Guard every round to bodyguard a key NPC.
- Three ways to run him: lone sentinel boss with legendary actions on a narrow span; a wall the party must get past (objective is the gate, not his HP); or the flagship alongside Odin/Thor where he is the anvil that locks foes for the others to hit.
Heimdall
Medium celestial, lawful good
CR 11 · 7,200 XP · GUIDELINEThe Watchman Never Sleeps. Heimdall cannot be surprised, is immune to the blinded and deafened conditions, and has advantage on initiative rolls. He sees a creature at a distance of 100 leagues and hears grass grow, so no creature can approach him unseen — invisibility, illusions, and stealth grant no advantage against him.
Magic Weapons. Heimdall's weapon attacks are magical.
Gjallarhorn at the Ready. The watchman ends one effect on himself that is causing him to be charmed or frightened as part of any move he makes (no action required).
Actions
Multiattack. Heimdall makes two attacks with Hofud, the watcher's maul.
Hofud, the Watcher's Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+5) bludgeoning damage plus 9 (2d8) radiant damage. If the target is a fiend or undead, it must succeed on a DC 17 Constitution saving throw or be stunned until the end of Heimdall's next turn.
Sounding of the Horn (Recharge 5–6). Heimdall winds Gjallarhorn in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 36 (8d8) thunder damage and being knocked prone on a failed save, or half as much damage and not knocked prone on a success. Allies of Heimdall in the cone instead take no damage and gain advantage on attack rolls until the start of his next turn.
Bonus Actions & Reactions
Ever-Vigilant Guard (Reaction). When a creature Heimdall can see makes an attack against a creature within 5 feet of him other than himself, he can impose disadvantage on that attack roll. If the attack still hits, he can choose to take the damage in the ally's place.
Legendary Actions (3/Round)
Watchful Step. Heimdall moves up to his speed without provoking opportunity attacks.
Sentinel's Strike. Heimdall makes one attack with Hofud, the watcher's maul.
Cry of Warning (Costs 2 Actions). Heimdall calls out a warning. Each ally within 60 feet that can hear him gains 13 (3d8) temporary hit points and can immediately move up to half its speed without provoking opportunity attacks.
A broad, golden-helmed watchman with horns of light and a snow-white beard stands eternal guard, both hands closed on a great rune-etched maul, the war-horn Gjallarhorn slung ever at his hip.
Heimdall, Bound
Companion · acts on your initiative
Bound · GUIDELINEBridge-Runner (signature). Heimdall ignores difficult terrain and can climb sheer surfaces and the rainbow road at full speed. When it moves at least 20 feet straight toward a creature, its next hooves attack deals an extra 9 (2d8) bludgeoning damage.
Actions
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Reactions
Carry the Watchman. When its rider would be moved against their will, Heimdall can move up to half its speed to keep its rider mounted and end any effect knocking the rider prone.
The golden-maned steed that bears the watchman along the trembling bridge, sure of foot where the road shifts like fire.
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.
Run him as a stern shrine-guardian: open with Hofud on whoever steps closest, and use Ever-Vigilant Guard to soak the first big hit aimed at an NPC the party must protect. Save the horn (downgrade to 2d8 thunder, no Sounding recharge needed) for when foes cluster on the bridge. Kill-priority: he targets the loudest ranged attacker first since nothing can hide from him.
Position him in a chokepoint and never let attacks land unanswered — his reaction punishes anyone who flanks an ally. Open with Hofud, then Sounding of the Horn the moment three or more enemies bunch up. He fixates on whoever threatens the thing he guards (a gate, an NPC, the bridge) rather than the biggest damage-dealer.
Solo boss: spend legendary actions on Sentinel's Strike to keep pressure on the same target you Multiattack, and Watchful Step to stay between the party and whatever he protects. Open by reading the room — he already knows who's invisible — then Sounding of the Horn into the tightest cluster. Drop Cry of Warning when allies are present or when bloodied to reset the line; he never breaks position to chase.
Put Heimdall 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 Heimdall?
Heimdall is a Challenge Rating 11 celestial (7,200 XP) at his native tier 3, built for parties of levels 11–15. Because he is a genuine solo boss with legendary actions, his sheet is tuned a band lower than his menace suggests so a single party can face him. Scaled stat blocks for tiers 1 and 2 are included if you want him at lower levels.
Can Heimdall be a companion or ally?
Absolutely — he is the watchman who guards the road into the gods' halls, a natural lawful-good ally and gate-warden. Pair him with the bound steed Gulltoppr for a mounted sentinel, or run him beside Odin, Thor, and the Nine Vikings of the Bileblight saga as the immovable defender who holds the line while the others strike.
How do I keep a fight against Heimdall from stalling?
He never chases and nothing surprises him, so give the party an objective other than his hit points — cross the bridge, reach the horn, free a captive — and let his Ever-Vigilant Guard and reactions make every approach costly. Time-pressure plus his Sounding of the Horn keeps the tension high without him needing to leave his post.
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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