Clay Cyanide EncountersFree, tier-scaled 5e encounters and drop-in VTT tokens for every miniature we sculpt.1,100+ creaturesFoundry, Roll20 & OwlbearSculpting minis since 2020Always free
Home Catalog Mythological Miniatures Izanagi
Izanagi — Mythological Miniatures STL miniature by Clay Cyanide

Izanagi

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community11,111 views · 56 likes

Izanagi — The Encounter

He Who Invites, primordial spear-bearer of the first islands · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Izanagi

Before the islands there was only the floating bridge of heaven, and from it Izanagi lowered his jeweled spear into the brine below. When he raised it, the brine that dripped from its tip congealed into the first land, and upon that land he and his sister-wife set the order of the world. He is the inviter, the one who calls form out of formlessness, and his many hands carry the rites of making and of mourning alike. When his beloved was lost to the realm of the dead, he descended after her, only to flee its rot in horror; emerging, he washed himself in a clear river, and from that purification were born the sun, the moon, and the storm. Thus he is invoked at thresholds and graveyards, a guardian against the clinging filth of death. Those who fight him face not a tyrant but a maker affronted, his spear remembering the weight of creation.

Run Izanagi in Sixty Seconds

Izanagi

Large celestial, lawful neutral

CR 11 · 7,200 XP · GUIDELINE
AC 18 (lamellar of the heavens) HP 190 (20d10+80) Speed 40 ft., fly 40 ft. (hover)
STR20+5
DEX16+3
CON18+4
INT17+3
WIS20+5
CHA21+5
SavesCon +8, Wis +9, Cha +9
SkillsInsight +9, Perception +9, Religion +7
Resistcold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Immcharmed, frightened, poisoned
Sensestruesight 60 ft., passive Perception 19
LanguagesCelestial, Common, telepathy 120 ft.

Divine Origin. Izanagi has advantage on saving throws against spells and other magical effects. When he succeeds on such a save and the effect allows a half effect, he instead takes none.

Spear of the Heavens. Signature. Izanagi wields the jeweled spear that stirred the primal sea. The first time he hits a creature each turn, brine condenses from the air: the target's space becomes difficult terrain until the start of Izanagi's next turn, and the target has disadvantage on its next saving throw against him.

Actions

Multiattack. Izanagi makes three attacks with his Celestial Spear, or two if he also uses Purifying Rite.

Celestial Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant damage.

Purifying Rite (Recharge 5-6). Izanagi sweeps the spear in a wide arc, casting off the taint of the dead. Each creature in a 30-foot cone must make a DC 17 Constitution saving throw, taking 33 (6d10) 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

Wave-Step (Reaction). When a creature Izanagi can see ends its movement within 10 feet of him, he can move up to 15 feet without provoking opportunity attacks, parting the water around him.

Legendary Actions (3/Round)

Spear Strike. Izanagi makes one Celestial Spear attack.

Cleansing Ward (Costs 1 Action). Izanagi ends one condition affecting himself, or one ally within 30 feet sheds the charmed or frightened condition and gains 10 temporary hit points.

Primal Surge (Costs 2 Actions). A surge of seawater erupts in a 15-foot radius centered on a point Izanagi can see. Each creature there must succeed on a DC 17 Strength saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.

A many-armed primordial in lamellar armor stands atop churning waves, his jeweled spear lowered toward a knot of recoiling pale spirits, a halo of celestial light crowning his brow.

Izanagi, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 114 (scaled ×0.6) Speed 40 ft., fly 40 ft. (hover)
STR20+5
DEX16+3
CON18+4
INT17+3
WIS20+5
CHA21+5

Living Surf (signature). The tide-spirit is immune to the prone condition and ignores difficult terrain made of water. While within 10 feet of it, allies can stand from prone without spending movement.

Actions

Crashing Wave. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 5) bludgeoning damage, and a Large or smaller target must succeed on a DC 15 Strength save or be pushed 10 feet.

Reactions

Undertow. When an ally within 15 feet is hit by a melee attack, the tide-spirit drags the attacker 5 feet, imposing disadvantage on that attack roll.

A coiling serpent of grey seawater rises at the god's side, the loyal current of the deep made flesh.

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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d8+16 (52) To-hit+4Save DC13

Run him as a lesser avatar: lead with Celestial Spear on the nearest melee threat, then peel back with Wave-Step if surrounded. Hold Purifying Rite until two or more PCs cluster within the cone. Drop the legendary actions and companion entirely at this tier so a 4-PC party can survive him.

Tier 2Levels 5-10 · GUIDELINE
AC16HP14d10+56 (133) To-hit+7Save DC15

Open by spending Spear of the Heavens on the party's hardest hitter to soften their next save, then Multiattack. Save Purifying Rite for a cluster. Keep one legendary action for Cleansing Ward to wash off control effects. Pair with the tide companion only against well-equipped tables.

Tier 3Levels 11-15 · NATIVE
AC18HP20d10+80 (190) To-hit+9Save DC17

Open with Purifying Rite into the densest cluster, then full Multiattack on the squishiest caster. Kill-priority: whoever is concentrating on his debuffs. When bloodied, lean on Primal Surge to prone the front line and Cleansing Ward to stay free of conditions. Deploy the tide companion to lock down a flanker.

Put Izanagi 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

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Izanagi?

His native build is CR 11 (7,200 XP), tuned for a tier-3 party of levels 11-15. He is solo-capable thanks to legendary actions, so a single well-built party can face him without supporting monsters. Scaled-down CR 2 and CR 6 statlines are provided for lower tiers.

Can Izanagi be a companion or ally?

Yes. As a lawful-neutral creator deity he aids those who guard thresholds against the unclean dead. His allied form, Watatsumi's Tide, makes a fine summoned ally or boon: a coiling seawater serpent that controls the battlefield and pushes enemies off the party.

Why is Izanagi a celestial and not a fiend?

He is a primordial creator from Shinto myth, the one who churned the first islands into being and later purified himself of death's taint. That places him squarely in the celestial category, with radiant damage and immunities to charm and fear, not in any infernal type.

Tell Us How It Ran

Played Izanagi 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.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included