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Santelmo — Mythological Miniatures STL miniature by Clay Cyanide

Santelmo

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community1,354 views · 15 likes

Santelmo — The Encounter

The Wandering Fireball, Grinning Flame of the Marsh · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Santelmo

Travelers of the lowland marshes know the santelmo by the orphaned light that bobs across the reeds at dusk, soft and inviting as a neighbor's torch. Those who follow it are led in circles until the dry ground gives way beneath them, and the laughter that crackles in the flame is the last sound they hear. Folk say a santelmo is the unquiet soul of one who drowned or died untended in the wild, neither cruel nor kind but lonely, hungry for company it can only ruin by its touch. Fisherfolk leave bamboo and river-stones at crossings to buy its mercy, and warn children never to answer a light that calls without a voice. It cannot be cut nor crushed, for steel passes through it like smoke, and only true magic, deep water, or a stolen offering laid down will make it gutter and fade into the night it came from.

Run Santelmo in Sixty Seconds

Santelmo

Medium elemental, chaotic neutral

CR 2 · 450 XP · GUIDELINE
AC 13 (shifting flame, no armor) HP 45 (10d8) Speed 30 ft., fly 40 ft. (hover)
STR10+0
DEX16+3
CON11+0
INT9-1
WIS12+1
CHA14+2
SavesDex +5
SkillsStealth +5
Resistbludgeoning, piercing, and slashing from nonmagical attacks
Immfire, poison; exhaustion, grappled, paralyzed, poisoned, prone, restrained
Sensesdarkvision 60 ft., passive Perception 11
Languagesunderstands Common but speaks only in crackling laughter

Fire Form. The santelmo can move through a space as narrow as 1 inch wide without squeezing. A creature that touches it or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. It can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (1d6) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 3 (1d6) fire damage at the start of each of its turns.

Illumination. The santelmo sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Lantern Lure (signature). The grinning flame drifts ahead like a friendly torch, then is gone. A creature that ends its turn within 30 feet of the santelmo and can see its light must succeed on a DC 12 Wisdom saving throw or be lured: on its next turn it must move at least half its speed toward the santelmo by the most direct route, ignoring difficult terrain but not obvious hazards. A creature that fails this save against the same santelmo twice in one minute is immune to its Lantern Lure for 24 hours.

Actions

Multiattack. The santelmo makes two Touch attacks.

Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites; until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.

Bonus Actions & Reactions

Guttering Dodge. When a creature the santelmo can see hits it with an attack, the santelmo flickers low: the attack has disadvantage if it can move at least 5 feet without provoking opportunity attacks.

A grinning, fanged face leers from within a twisting pillar of cold green-gold flame, rising from a heap of marsh stones and split bamboo left as offerings. It drifts above the bog like a wandering lantern, beckoning the lost ever deeper.

Santelmo, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 12 HP 27 (scaled ×0.6) Speed 30 ft., fly 40 ft. (hover)
STR10+0
DEX16+3
CON11+0
INT9-1
WIS12+1
CHA14+2

Borrowed Light (signature). The Santelmo sheds dim light in a 10-foot radius and can extinguish or rekindle it as a bonus action. While lit, it has advantage on Charisma (Intimidation) checks against the superstitious.

Actions

Ember Lash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) fire damage.

Reactions

Smother. When an ally within 5 feet catches fire, the Santelmo can use its reaction to beat out the flames, ending the ongoing fire damage on that creature.

A bog-walker marked by the wandering flame, carrying a sliver of its cold light in a cupped lantern and forever cold to the bone.

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
AC13HP45 (10d8) To-hit+5Save DC12

Open by drifting into the light and pulling stragglers off the path with Lantern Lure, then dart into a lured target's space for the ignite tick. Kill-priority is anyone carrying water or magic that can douse it. Pair it with a heavier marsh threat (a giant, a bog hag, an ambush) and let the santelmo herd the party into the kill zone while staying just out of melee.

Tier 2Levels 5-10 · GUIDELINE
AC16HP120 (16d10+32) To-hit+7Save DC15

Run several santelmos as a flickering swarm of marsh-lanterns that scatter the party with Lure and stack ignite ticks. Keep them mobile with Guttering Dodge and never let one sit in melee. They are the harassment piece flanking a larger fire elemental or aswang boss, not the centerpiece.

Tier 3Levels 11-15 · GUIDELINE
AC18HP200 (21d12+63) To-hit+9Save DC17

At this tier the santelmo is a roaring bonfire-spirit that Lures whole clusters and burns through them with doubled-up Touch ticks. Open on the back line, ignite casters, and reposition every round. It still serves as the mobile add-on to a true flagship fire boss rather than soloing the encounter.

Put Santelmo 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 Santelmo?

Its home stat block is CR 2 (450 XP), a Tier 1 fire-spirit skirmisher for level 1-4 parties. The record also scales it to Tier 2 (level 5-10, CR ~6) and Tier 3 (level 11-15, CR ~11) by moving only the numbers.

Can Santelmo be a companion or ally?

Not the santelmo itself, but the record includes Wisp-Touched, Bound, a bog-walker marked by the flame who carries a sliver of its cold light, lashes with embers, and can smother fire on a burning ally. Use it as a sidekick or a hireling guide.

Why can't my fighter just hit it?

Santelmo's Fire Form gives resistance to nonmagical bludgeoning, piercing, and slashing, so mundane weapons do half damage and melee attackers take 1d6 fire for the privilege. Bring magic weapons, fire-immune front-liners, or douse it with water and area spells.

Tell Us How It Ran

Played Santelmo 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