Izanagi
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
- Solo boss Izanagi is built to headline a fight alone; his legendary actions let him answer the party between turns, so do not also pile on a second flagship.
- Open with Purifying Rite into the tightest cluster, then Multiattack the nearest caster while Spear of the Heavens cripples their next save.
- Kill-priority he hunts concentration and squishy spellcasters first; melee bruisers he simply prones with Primal Surge and ignores.
- When bloodied spend legendary actions on Cleansing Ward each round so control effects slide off, and use Wave-Step to refuse being pinned.
- Three ways to run him as a wrathful judge who only purifies the unclean, as a grieving maker who fights with restraint, or as a primal force of the sea that drowns the careless.
Izanagi
Large celestial, lawful neutral
CR 11 · 7,200 XP · GUIDELINEDivine 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 · GUIDELINELiving 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.
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.
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.
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
- 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 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
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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