Inanna
Inanna — The Encounter
Queen of Heaven, winged morning star of love and war · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Inanna
Hear now of Inanna, whom the eastern tongues name Ishtar: Queen of Heaven, lady of the morning and evening star, in whose single hand are bound the spear of war and the cord of love. From her temple at Uruk she ruled both desire and slaughter, and kings begged her favor as suppliants beg rain. When the hero of Uruk spurned her embrace, her wrath unbarred the gates of heaven, and she sent down the Bull of Heaven to trample the city. Even her descent into the realm of the dead, where she passed seven gates and shed seven adornments, did not unmake her; she returned crowned still. To bind her is folly, for she is courted, not commanded. Those who would treat with this goddess bring tribute and flattery, knowing that her gifts are as sudden as her vengeance, and that the same radiant hand may crown a lover or break an army before a single dawn has fully risen.
Run Inanna in Sixty Seconds
- She fights from the sky. Inanna opens airborne with Star-Fall on the tightest cluster, then uses Descent or Wings every round so melee almost never reaches her. Force her down or this fight runs long.
- Pick your aspect, then telegraph it. At the start of each turn choose Love (first hit on her charms the attacker) or War (her ankhs crit on 19-20). Default to War against tanks, Love once she's swarmed.
- Kill-priority is anyone who can pin her. Grapplers, dispellers, and silencers are her only real threats. Magic Resistance plus Goddess's Veto means save-or-suck spells rarely land, so steer players toward control and crowd effects.
- When bloodied, kite and convert. Spend Wings of the Morning Star to scatter the front line, then Veil of Desire the biggest damage-dealer so it spends a turn attacking its own party.
- Three ways to run her: solo legendary boss at T3 raining radiance from above; a duo flagship paired with the Bull of Heaven anvil below; or a courtly social encounter where tribute and flattery, not steel, decide whether she even fights.
Inanna
Medium celestial, chaotic neutral
CR 11 · 7,200 XP · GUIDELINEMagic Resistance. Inanna has advantage on saving throws against spells and other magical effects.
Dual Aspect (Love and War). Signature. Inanna carries the twin powers of desire and battle. At the start of each of her turns she chooses an aspect. Love: the first creature that hits her before her next turn must succeed on a DC 17 Wisdom save or be charmed until the end of its next turn. War: her weapon attacks score a critical hit on a roll of 19 or 20 until her next turn.
Actions
Multiattack. Inanna makes two Radiant Ankh attacks and uses Star-Fall if it is available.
Radiant Ankh. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) radiant damage, and the target must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Star-Fall (Recharge 5-6). Inanna calls down a shard of the morning star at a point she can see within 60 ft. Each creature in a 15-foot-radius sphere makes a DC 17 Dexterity saving throw, taking 33 (6d10) radiant damage on a failed save, or half as much on a success.
Bonus Actions & Reactions
Descent (Bonus Action). Inanna flies up to half her flying speed without provoking opportunity attacks, trailing radiant light.
Goddess's Veto (Reaction). When a creature Inanna can see within 30 ft. makes an attack roll or saving throw, she imposes disadvantage on the roll.
Legendary Actions (3/Round)
Ankh Strike. Inanna makes one Radiant Ankh attack.
Veil of Desire (Costs 2 Actions). Inanna targets one creature within 60 ft. The target must succeed on a DC 17 Wisdom saving throw or be charmed until the end of its next turn, treating Inanna as a trusted ally.
Wings of the Morning Star (Costs 2 Actions). Inanna beats her radiant wings. Each creature within 10 ft. makes a DC 17 Strength saving throw, taking 11 (2d10) radiant damage and being pushed 15 ft. on a failure. She then flies up to her flying speed.
Caught mid-leap above shattered Babylonian masonry, the winged Queen of Heaven brandishes twin ankhs as her feathered pinions blaze, the goddess of love and war made flesh on the battlefield.
Inanna, Bound
Companion · acts on your initiative
Bound · GUIDELINEEarth-Render (signature). When the Bull moves at least 20 ft. straight toward a creature and hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage and must succeed on a DC 15 Strength save or be knocked prone.
Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Reactions
Stamping Fury. When a creature within 5 ft. hits the Bull, it makes one hoof attack against that creature as a reaction: +7 to hit, 11 (2d6 + 4) bludgeoning damage.
The celestial bull Inanna once loosed upon Uruk, a mountain of muscle and horn that splits the earth where it charges.
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 Star-Fall on the clustered party, then hover out of reach and pelt the squishiest caster with Radiant Ankh. Use Descent each turn to stay airborne and force melee fighters to waste moves. Kill-priority is anyone who can pull her down; pair her with grounded skirmishers so she never has to land.
Lead in War aspect, leap into the back line, and crit-fish the controller or healer. Switch to Love aspect once melee surrounds her so the first hit charms an attacker into her shield. Drop Star-Fall whenever three or more cluster; spend reactions to veto the enemy's biggest save.
Run her solo as a flying boss: open Star-Fall, then alternate aspects each round and lean on legendary actions to strike between turns. Veil of Desire the party's heaviest damage-dealer to turn it against its allies; Wings of the Morning Star to reset distance when bloodied. Kill-priority is whoever can ground or silence her, since she wins from the air. Add the Bull of Heaven as a frontline anvil while she kites overhead.
Put Inanna 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 Inanna?
Her native sheet is CR 11 (Tier 3, levels 11-15) as a solo legendary boss. Because her legendary actions and flight let her play up, the record also gives band-dropped CR 6 (Tier 2) and CR 2 (Tier 1) versions so you can field the Queen of Heaven at any table.
Can Inanna be a companion or ally?
As a goddess she is courted, not commanded, so she rarely serves a party directly. If she favors the heroes she may loose the Bull of Heaven on their behalf, which is the included companion stat block; the Bull fights as a frontline anvil while Inanna's favor lasts.
How do I keep an airborne boss from feeling unfair?
Give the party tools and terrain: rooftops, ballistae, or a caster with hold or web means her flight is a tactic to beat, not a wall. Telegraph her aspect choice aloud each round so players can read the fight, and let grapples or counterspells genuinely punish her when they land.
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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