Saule
Saule — The Encounter
Baltic mother of the sun, who weeps amber and judges with light · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Saule
In the old Baltic tongues she is Saule, the Sun herself given a mother's face, who each dawn drives her chariot up from behind the world-tree and each dusk weeps into the western sea. The amber that washes upon the shore is named her tears, shed for a daughter lost or a husband estranged among the morning and evening stars. Farmers swore by her warmth and orphans prayed to her for justice, for she watches all and her light spares no liar. Where battle has scoured a field, it is said Saule comes at the next sunrise to plant each slain warrior's sword upright in the soil, that the dead be counted and not forgotten. To stand against her is to stand against the day; her blade is a sliver of noon and her shield the unbroken disc of the sky. Even the cold things that hate the sun cannot abide her nearing, and flee her radiance into whatever shadow will still have them.
Run Saule in Sixty Seconds
- She is a sky boss. Keep Saule flying and in her own bright light — melee parties have to spend turns just reaching her, and undead/fiends cook while they do.
- Open big. Lead with Blinding Ray (recharge 5–6) down the most clustered line for radiant damage and blindness, then Sunblade the nearest caster.
- When bloodied, she weeps. Amber Tears shuts off enemy reactions within 10 ft. — stack it with legendary Dawnflare and Sword of the Field for a punishing endgame.
- Three ways to run her: as a radiant artillery angel who never lands; as a duelist who Sunsteps in, hits, and steps back; or as a guardian who burns Solar Shield to protect a summoned add or Auseklis.
- Kill-priority for the party: anything that strips her Radiant Corona or Magic Resistance — without her light she is far easier to pin down and gang.
Saule
Medium celestial, lawful good
CR 11 · 7,200 XP · GUIDELINERadiant Corona. Saule sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A creature that starts its turn within the bright light and that has the undead or fiend type takes 7 (2d6) radiant damage. Saule can suppress or resume this light as a bonus action.
Magic Resistance. Saule has advantage on saving throws against spells and other magical effects.
Amber Tears (Signature). When Saule is reduced below half her hit points, beads of golden amber fall from her eyes and crystallize on the ground. The first time each turn a hostile creature ends its turn within 10 feet of her, that creature must succeed on a DC 17 Wisdom saving throw or be unable to take reactions until the start of its next turn, gripped by sorrowful awe.
Actions
Multiattack. Saule makes two Sunblade attacks. She can replace one attack with Blinding Ray (recharge 5–6).
Sunblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 9 (2d8) radiant damage.
Blinding Ray. Saule unleashes a 60-foot line of dawn, 5 feet wide. Each creature in the line must make a DC 17 Dexterity saving throw, taking 27 (6d8) radiant damage on a failed save and being blinded until the end of its next turn, or half damage and no blindness on a success.
Bonus Actions & Reactions
Solar Shield. Reaction. When a creature Saule can see hits an ally within 10 feet with an attack, Saule interposes her shield, granting that ally resistance to the triggering damage.
Legendary Actions (3/Round)
Sunstep. Saule moves up to her speed without provoking opportunity attacks. If she ends this movement in bright light she creates, she gains a number of temporary hit points equal to 5 (1d10).
Sword of the Field (Costs 2 Actions). One of the swords planted at Saule's feet rises and strikes. Saule makes one Sunblade attack against a creature within 30 feet.
Dawnflare (Costs 2 Actions). Saule flares with light. Each creature within 15 feet must succeed on a DC 17 Constitution saving throw or take 14 (4d6) radiant damage and be blinded until the end of its next turn.
Crowned by a great solar wheel of points and rays, Saule descends with sword and round shield, a halo of light at her brow, while the swords of fallen warriors stand planted in the earth at her feet like a field at harvest.
Saule, Bound
Companion · acts on your initiative
Bound · GUIDELINEHerald of Dawn (signature). Saule sheds bright light in a 15-foot radius. While within this light, Saule and her allies have advantage on saving throws against being blinded or frightened.
Actions
Starfall Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) radiant damage.
Reactions
Guiding Glimmer. Reaction. When an ally within 30 feet misses with an attack, Saule flares; the ally rerolls the attack with advantage.
A keen, star-bright warrior who rides ahead of the sun to herald her coming and ward the dark from her path.
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 Blinding Ray down the most clustered line, then close to Sunblade the squishiest caster. If swarmed, fall back to bright light so undead and fiends burn each round. As a downscaled solo, lean on Amber Tears to deny reactions and stretch the fight.
Stay airborne and rain Blinding Ray, using Sunstep to reposition out of melee each round. Kill-priority is anyone who can dispel her corona or her resistances. When bloodied, Amber Tears locks down reactions so legendary Dawnflare lands clean.
Run her as the flagship boss. Open by flying up and dropping Blinding Ray on the front line, then spend legendaries on Sword of the Field to reach back-line targets without moving. When bloodied, Amber Tears + Dawnflare punishes anyone who clusters; Solar Shield keeps her companion or summoned add alive. Kill-priority for the party is whoever silences her or removes her light.
Put Saule 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 Saule?
Her home statline is CR 11 (Tier 3, levels 11–15). Because she is solo-capable with legendary actions, that sheet is already pitched to carry a fight alone — her legendary economy makes her play up a CR or two against a full party. Drop to the Tier 1 or Tier 2 rows for lower-level tables.
Can Saule be a companion or ally?
Yes. As a lawful good celestial of the dawn she makes a natural patron, oracle, or boss-ally. For a player-facing or allied build, pair her with Auseklis the Morning Star (in the companion block), or run her downscaled Tier 1 statline as a temporary divine guardian.
Why is Saule a celestial and not a deity stat block?
She is the Baltic sun goddess of genuine folklore, but on the table we render what the mini shows — a radiant, sword-and-shield embodiment of the sun — as a Medium celestial. That keeps her a beatable, runnable centerpiece rather than an unkillable god, while her corona, amber tears, and field of swords stay true to the myth.
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
Played Saule 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.
Log in to comment