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Mad Hatter — Mythological Miniatures STL miniature by Clay Cyanide

Mad Hatter

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community2,981 views · 37 likes

Mad Hatter — The Encounter

Wonderland's lunatic tinker, throned upon a spiked monowheel · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Mad Hatter

They say the Hatter went mad long before the machines, that the mercury of his trade had already curdled his wits when the great clocks of Wonderland first began to run backward. Now he keeps no appointments and yet is forever late, careening across the broken country on a monowheel of his own devising, a hooped cage of iron spikes that spins him from one impossible tea-party to the next. He speaks in riddles that turn out to be schematics, and laughs at threats because nothing frightens a man who has already lost his hours. The boiler strapped beneath his seat hisses and screams; the drill-lance bolted to its flank has bored through walls, wagons, and watchmen alike. Soldiers of the Yard who have faced him report the same thing: he never stops moving, never stops grinning, and always, always asks the same question of the dying — "Why is a raven like a writing-desk?"

Run Mad Hatter in Sixty Seconds

Mad Hatter

Medium humanoid (human), chaotic neutral

CR 2 · 450 XP · GUIDELINE
AC 14 (riveted boiler-plate seat & goggled rig) HP 45 (7d8+14) Speed 20 ft. (40 ft. while mounted on the monowheel)
STR11+0
DEX15+2
CON14+2
INT17+3
WIS9-1
CHA13+1
SavesDex +4, Int +5
SkillsArcana +5, Sleight of Hand +4, Tinker's Tools +5
Immcharmed (his madness defies any sane suggestion)
Sensesdarkvision 30 ft. (smoked goggles), passive Perception 9
LanguagesCommon

Mad Genius. The Hatter has advantage on saving throws against being charmed or frightened. Whenever he is reduced to half his hit points or fewer, his frenzy quickens: he may use his Bonus Reaction Overclock on each of his turns even if he has already used a bonus action.

Monowheel Charge. If the Hatter moves at least 20 ft. straight toward a target while mounted on his spiked wheel and then hits it with the Drill-Lance, the target takes an extra 5 (2d4) piercing damage and must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Multiattack. The Mad Hatter makes two attacks: one with his Drill-Lance and one with his Clockwork Scattergun.

Drill-Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6+2) piercing damage, and on a critical hit the spinning auger jams in the wound, dealing an extra 3 (1d6) piercing damage at the start of the target's next turn.

Clockwork Scattergun. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (2d4+2) piercing damage. On a hit, the target's speed is reduced by 10 ft. until the end of its next turn from the cloud of clockwork shrapnel.

Bonus Actions & Reactions

Overclock. Bonus Action. The Hatter vents his boiler, taking 2 (1d4) fire damage to gain advantage on his next attack roll this turn and add 10 ft. to his monowheel's movement until the end of the turn.

Tea Smoke. Reaction, when a creature within 10 ft. hits him with an attack. The Hatter hurls a scalding teapot of vapor; the attacker must succeed on a DC 13 Constitution saving throw or be blinded until the end of its next turn.

Crowned in a battered, rivet-studded top hat and goggled against his own steam, the Hatter rides a single great spiked wheel like a lunatic's throne, one mechanical drill-arm thrust forward into the wreckage he has made.

Mad Hatter, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 13 HP 27 (scaled ×0.6) Speed 20 ft. (40 ft. while mounted on the monowheel)
STR11+0
DEX15+2
CON14+2
INT17+3
WIS9-1
CHA13+1

Twitching Speed (signature). The Hare's clockwork legs never rest; it can take the Dash or Disengage action as a bonus action on each of its turns.

Actions

Spring-Loaded Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.

Reactions

Mad Dash. When a creature ends its turn within 5 ft. of the Hare, it may move up to half its speed without provoking opportunity attacks.

A brass-jointed hare wound far too tight, forever lurching, twitching, and serving cups of nothing to nobody.

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 · NATIVE
AC14HP45 (7d8+14) To-hit+4Save DC13

Open with a Monowheel Charge to knock a frontliner prone, then split fire with the scattergun to slow whoever tries to chase. Kill-priority is anyone who slows or grapples the wheel — keep him mobile. Pair him with a heavier brute or a Queen of Hearts piece; the Hatter is the harrier, not the anvil.

Tier 2Levels 5-10 · GUIDELINE
AC16HP120 (16d8+48) To-hit+6Save DC14

Run him as a recurring hit-and-run skirmisher who charges, drills, and flees on the wheel each round. When bloodied, Mad Genius lets him Overclock every turn for double-charge mayhem. Kill-priority remains the party's mobility controllers; keep him as the fast flanker beside a slower tier-2 centerpiece.

Tier 3Levels 11-15 · GUIDELINE
AC18HP210 (28d8+84) To-hit+8Save DC16

Treat him as the elite engine in a Wonderland war-machine pack. He charges through lines, drills the backline, and blinds melee with Tea Smoke. He is still an add-on — pin him beside a true tier-3 boss so the party can't simply outrun the wheel.

Put Mad Hatter 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 Mad Hatter?

Natively CR 2 (450 XP) — a tier-1 skirmisher built for levels 1-4. Scaled stat blocks are provided for tier 2 (~CR 6) and tier 3 (~CR 11) so he can ride alongside higher-level threats unchanged in tactics.

Can Mad Hatter be a companion or ally?

Yes, but he's a chaotic, unreliable one. As an NPC ally he's a brilliant tinker and demolitions hand who'll happily breach walls — just never trust his timing or his riddles. The included March Hare, Wound-Up makes a fitting bound companion if you want the duo.

Is the Mad Hatter solo boss material?

No. He has no legendary actions and dies fast if cornered — he's an add-on piece designed to harry the party while a heavier centerpiece (the Queen of Hearts, a Moving Fortress) does the anchoring. Pair him; don't field him alone against a full party.

Tell Us How It Ran

Played Mad Hatter 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