Jurate
Jurate — The Encounter
Amber Queen of the Baltic, crowned bride of the sea · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Jurate
In the old reckoning of the Baltic shores, the sea is not ruled but courted, and its queen is Jurate, who dwells in a palace of amber beneath the cold gray waves. She is gentle to the fisher who asks leave and merciless to the one who takes without it; sailors swear the storms that splinter their hulls are her grief, and the amber that washes ashore the broken pieces of her drowned hall. She loved a mortal once, against the law of the deeper powers, and for that love her amber chambers were dashed to fragments by a bolt from the sky. Now she keeps the tides as both throne and prison. To meet her is to meet the whole weight of the sea given a woman's face and a queen's cold patience: she will offer mercy first, and a sailor wise enough to bow may yet go home. Those who raise iron against her learn that the Baltic remembers every drowning, and forgets none.
Run Jurate in Sixty Seconds
- Stay wet. Jurate is built to fight in and around water; keep her in her tide-coil so Undertow, Tide-Wreathed, and the prone-pushes all stay live. Drag her onto dry land and she loses half her game.
- Open with Crashing Wave. If the party clusters, the 30-foot cone is your alpha strike: big damage, prone, and a 15-foot shove that resets their formation. Recharge it the moment it comes back.
- Kill-priority: the caster. Trident reduces speed, Drowning Grasp shuts off verbal spells, and Undertow yanks a target back into reach. Spend her legendary actions choking out the enemy spellcaster.
- When bloodied, expect a second life. Amber Heart catches her first drop to 0, snaps her back to 12 HP, and detonates a 20-foot cold burst. Don't let players assume the kill until that amber actually breaks.
- Three ways to run her. Merciful warden who offers passage first; vengeful storm-queen who drowns trespassers; or a grief-maddened force of nature who can be reasoned down only by someone who truly grieves with her.
Jurate
Large celestial (sea spirit), neutral good
CR 11 · 7,200 XP · GUIDELINEAmphibious. Jurate can breathe air and water.
Tide-Wreathed. Jurate is always wreathed in a churning coil of seawater (as shown in the render). Difficult terrain made of water and waves does not cost her extra movement, and she has advantage on saving throws against effects that would knock her prone or push her while she is in or touching water.
Amber Heart (Recharges after a Short or Long Rest). Signature. The first time Jurate would drop to 0 hit points, the amber at her brow shatters instead and she drops to 12 hit points, is freed of any charmed or frightened effect, and a 20-foot-radius burst of brine erupts from her: each creature in it must succeed on a DC 17 Constitution saving throw or take 18 (4d8) cold damage and be pushed 15 feet away from her.
Actions
Multiattack. Jurate makes two attacks with her trident, or casts one spell and makes one trident attack.
Trident of the Tides. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 18 (3d8 + 4) piercing damage plus 13 (3d8) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn as clinging brine drags at it.
Crashing Wave (Recharge 5-6). Jurate hurls a curl of the sea in a 30-foot cone. Each creature in that area must make a DC 17 Strength saving throw, taking 38 (7d10) bludgeoning damage and being knocked prone and pushed 15 feet on a failed save, or half as much damage and no other effect on a success.
Bonus Actions & Reactions
Undertow (Reaction). When a creature Jurate can see within 30 feet hits her with an attack, she can wreathe herself in spray, imposing disadvantage on that attack roll. If the attack still misses, the attacker is pulled 10 feet toward her.
Legendary Actions (3/Round)
Tail Sweep. Jurate makes one trident attack.
Surge (Costs 1 Action). Jurate moves up to her swim speed without provoking opportunity attacks and may pass through any space occupied by water.
Drowning Grasp (Costs 2 Actions). Jurate targets one creature within 30 feet. It must succeed on a DC 17 Constitution saving throw or take 18 (4d8) cold damage and begin choking on conjured brine, unable to speak or cast spells with verbal components until the end of its next turn.
Crowned in gold and brow-set with amber, Jurate rises from a coiling wall of Baltic water, her trident leveled and her scaled tail still half-submerged in the surf.
Jurate, Bound
Companion · acts on your initiative
Bound · GUIDELINELiving Storm (signature). Jurate is a coil of wind and rain bound to Jurate's service. It can move through any space as narrow as 1 inch without squeezing and takes no damage from being squeezed, and is resistant to lightning and thunder damage.
Actions
Battering Gust. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 4) bludgeoning damage, and a Large or smaller target must succeed on a DC 15 Strength save or be pushed 10 feet.
Reactions
Veil of Spray. When an ally within 20 feet is targeted by a ranged attack, Jurate swirls between them and the attacker, imposing disadvantage on that attack roll.
The west wind made flesh and rain, called up to shield its mistress and hurl trespassers from her tide.
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 Crashing Wave to scatter a clustered party, then hold the water's edge and pick off whoever is wet and prone. Kill-priority is anyone trying to leave the shoreline. At this tier she is a frightening set-piece guardian; pair her with a couple of lesser sea spirits and let terrain do half the work.
Lead with Crashing Wave on the tightest knot of PCs, then trident the caster and use Undertow to drag the melee bruiser into the surf. Reduce-speed riders keep ranged threats from repositioning. Pairs with elemental adds or a kraken-spawn; she is the brain, they are the muscle.
Run her solo. Open with Crashing Wave, then alternate trident barrages with Drowning Grasp on the enemy spellcaster to lock down verbal components. Spend legendary Surges to stay in deep water and out of the front line; when Amber Heart triggers, follow the brine burst with a full Multiattack while they are pushed and scattered.
Put Jurate 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 Jurate?
Her home stat block is CR 11 (7,200 XP) for an 11th-15th level party, and because she is solo-capable with legendary actions she can headline an encounter on her own. Scaled-down CR ~2 and CR ~6 versions are provided in the tiers table for lower-level parties.
Can Jurate be a companion or ally?
Yes. She offers mercy before wrath in the lore, so a party that bows to the sea or grieves honestly with her can earn safe passage or even her aid against a deeper threat. Vejas, the Bound Squall, is included as a ready-made allied or summoned companion at roughly 60 percent of her durability.
How do I keep the fight from being a slog?
Fight her in her element near deep water so her pushes, Undertow, and Surge matter, and lean on Crashing Wave and Drowning Grasp to keep the party reacting. The Amber Heart twist gives the encounter a clean second-wind beat, so telegraph the cracking amber and let the table feel the comeback before the finish.
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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