Horus
Horus — The Encounter
Falcon-Headed Sky-Lord, Avenger of the Slain King · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Horus
Hear the testament of the Two Lands: when the rightful king was struck down and dismembered by his envious brother, the widowed queen of magic gathered the pieces and quickened her womb in secret. From the marshes rose Horus, the Distant One, the falcon whose right eye is the sun and whose left is the moon. He grew in the reeds nursing a single purpose, to take back the throne stolen from his father. For eighty years he warred against the usurper, losing an eye and reclaiming it, until the assembled gods named him the lawful heir of all that the sun encircles. Thereafter every living king was called his earthly body. He is the patron of sky and kingship, the protector of the slain made whole, the smiter of those who break sacred order. To raise a hand against the just is to draw the gaze of the falcon, and his glare carries the unblinking judgment of the dawn.
Run Horus in Sixty Seconds
- Stay in the air. Horus has fly 90 ft. and no reason to land. Open with Solar Glare on the tightest cluster, then dive only to spear a chosen target before flying back up with Wing Stroke.
- Kill-priority is the healer, then whoever hurts your allies. Sky-Lord's Vengeance marks the last creature to damage an ally; spend Avenging Strike on that mark for advantage plus 4d6 radiant.
- When bloodied (95 HP), go vengeful. Stop trading blows on the ground. Use Updraft to break melee, knock attackers prone, and rain Solar Glare and Piercing Cry from above.
- Three ways to run him: as a lone avenging boss (use all legendary actions), as a flying duelist who abducts one caster with Talon Rake, or paired with Behdety as a radiant-themed set piece.
- Remember truesight and Eye of the Falcon. Invisibility and cover don't help against him; he ignores cover on ranged attacks and gets advantage on anyone below him.
Horus
Large celestial, lawful good
CR 11 · 7,200 XP · GUIDELINEEye of the Falcon. Horus has advantage on Wisdom (Perception) checks and on attack rolls against any creature he can see that is within 60 feet and below him. He cannot be blinded, and ignores half cover and three-quarters cover when making ranged attacks.
Sky-Lord's Vengeance. Signature. The first time each turn a creature within 30 feet of Horus deals damage to an ally Horus can see, Horus may mark that creature. The next attack Horus makes against a marked creature before the end of his next turn deals an extra 14 (4d6) radiant damage and is made with advantage.
Magic Weapons. Horus's weapon attacks are magical.
Actions
Multiattack. Horus makes two attacks with his Was-Spear, or makes one Was-Spear attack and uses Solar Glare.
Was-Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 5) piercing damage plus 9 (2d8) radiant damage.
Talon Rake. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and if the target is Large or smaller it is grappled (escape DC 16). While grappled this way the target is restrained, and Horus can carry it while flying.
Solar Glare (Recharge 5-6). Horus unleashes a lance of dawn-light in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 17 Dexterity saving throw, taking 36 (8d8) 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
Updraft (Reaction). When a creature within 5 feet hits Horus with a melee attack, Horus can beat his wings and fly up to half his fly speed without provoking opportunity attacks. Each creature within 10 feet of his starting space must succeed on a DC 16 Strength saving throw or be knocked prone.
Legendary Actions (3/Round)
Wing Stroke. Horus flies up to half his fly speed without provoking opportunity attacks.
Piercing Cry. Horus looses a hawk's scream. One creature within 30 feet must succeed on a DC 16 Charisma saving throw or be frightened of Horus until the end of its next turn.
Avenging Strike (Costs 2 Actions). Horus makes one Was-Spear attack against a creature he has marked with Sky-Lord's Vengeance, with advantage.
A towering falcon-headed warrior with wings of beaten silver-grey feathers spread wide, clad in a jeweled pectoral and royal kilt, leveling a long was-spear as he stands astride a vanquished foe upon the desert sands.
Horus, Bound
Companion · acts on your initiative
Bound · GUIDELINESolar Ward (signature). Allies within 15 feet of Horus have resistance to radiant damage and cannot be frightened. When an ally within 15 feet is reduced to 0 hit points, Horus can drop this trait until the start of its next turn to leave that ally at 1 hit point instead (once per short rest).
Actions
Radiant Spokes. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d6 + 4) radiant damage.
Reactions
Blinding Flare. When a creature Horus can see within 30 feet hits an ally, Horus flares; the attacker must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.
A sun-disc flanked by two cobras and outstretched falcon wings that hovers above Horus, scattering the light of dawn upon his allies.
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 from the air with Solar Glare to soften a clustered party, then dive on the spellcaster with the Was-Spear. If a player drops an ally, mark them and punish with Avenging Strike. Run him as a single dramatic threat; at this tier drop the legendary actions to one per round.
Stay airborne and use fly 90 ft. to pick off ranged attackers, opening with Solar Glare when three or more cluster. Kill-priority is healers, then anyone who bloodies an ally. Pair Behdety overhead so frontliners can't simply tank him; use Updraft to escape melee and reposition.
Run as a solo boss: open at range with Solar Glare on the tightest cluster, then mark whoever harms an ally and chain Avenging Strike into them. Spend legendary actions on Wing Stroke to stay out of melee and Piercing Cry to peel the front line. Kill-priority is the party healer; use Talon Rake to abduct a low-HP caster skyward.
Put Horus 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 Horus?
Horus is built at CR 11 (7,200 XP) in his native Tier 3 form, with AC 18, 190 HP, +9 to hit, and save DC 17. Because he is solo_capable with legendary actions, his sheet is tuned to play up as a centerpiece boss. Scaled tiers are provided for levels 1-4 (~CR 2) and 5-10 (~CR 6).
Can Horus be a companion or ally?
As a deity-scale celestial he works best as a foe or a momentary divine intervention rather than a long-term ally. If you want his power at the table, hand players his bound aspect Behdety, the Winged Disc, a flying radiant guardian that wards allies and blinds their attackers.
Why is Horus a celestial and not a god-statted monster?
His render shows a winged, falcon-headed champion of sky and kingship, so he is statted as a Large celestial of lawful good alignment. His radiant attacks, truesight, and Sky-Lord's Vengeance reflect his mythic role as protector of the slain king and smiter of oath-breakers.
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: Horus draws from ancient mythological traditions, bringing legendary power to your tabletop.
Encounter Design: Use Horus 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 Horus 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 Horus miniature available in?
Horus is available in 32mm (tabletop standard) and 75mm (display/collector scale). Both scale files are included with presupported and unsupported STL options.
Is the Horus 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 Horus in my D&D or tabletop RPG campaign?
Absolutely. Horus 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 Horus 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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