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Sha-Kepri — Mythological Miniatures STL miniature by Clay Cyanide

Sha-Kepri

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community356 views · 19 likes

Sha-Kepri — The Encounter

Pyramid Guardian; warden of buried tombs, master of earth and fire · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Sha-Kepri

Where the dead kings of the Nile were laid down with the relics of slain gods, the priest-engineers set a warden that would never sleep. Sha-Kepri, the Pyramid Guardian, was raised from quarried stone and sealed with the heart-fire of the desert, charged to shelter Seth's buried remains from grave-robber and rival cult alike. It does not eat, tire, or fear. It moves through sand and worked stone as a swimmer through water, surfacing without warning beneath those who would defile the tomb, and the molten seams of its armor vent furnace-heat upon trespassers. Scribes record that it answers only the binding words of its makers, long dust, and so guards its charge with the patient cruelty of architecture itself. To stand before it is to stand before the mountain of the dead made to walk, the sand at your ankles already reaching upward like the fingers of those it has buried before.

Run Sha-Kepri in Sixty Seconds

Sha-Kepri

Large construct, lawful neutral

CR 6 · 2,300 XP · GUIDELINE
AC 17 (gilded tomb-plate) HP 138 (12d10+72) Speed 30 ft., burrow 20 ft.
STR21+5
DEX10+0
CON22+6
INT8-1
WIS14+2
CHA9-1
SavesCon +9, Wis +5
SkillsAthletics +8, Perception +5
Resistfire; bludgeoning, piercing, and slashing from nonmagical attacks
Immpoison, psychic; charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Sensesdarkvision 60 ft., tremorsense 30 ft., passive Perception 15
Languagesunderstands the languages of its maker but can't speak

Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.

Earth Glide. Signature. Sha-Kepri can burrow through sand, stone, and worked masonry without disturbing it. When it ends its turn underground it has half cover, and the first attack it makes after surfacing within 5 feet of a creature has advantage.

Tomb-Forged. When Sha-Kepri is reduced to 0 hit points, the ground beneath it erupts: each creature within 10 feet must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage and be knocked prone as the guardian collapses into rubble.

Actions

Multiattack. Sha-Kepri makes two Stone Fist attacks. It can replace one with Searing Vent if available.

Stone Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage. On a hit against a creature, the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet.

Searing Vent (Recharge 5-6). Sha-Kepri exhales molten breath from the seams of its plate in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a success.

Bonus Actions & Reactions

Shifting Sands. Reaction. When a creature Sha-Kepri can see moves into reach, the guardian may churn the earth at its feet. The triggering creature must succeed on a DC 15 Strength saving throw or have its speed reduced to 0 until the end of its next turn.

A towering golden colossus of carved stone and tomb-plate, its joints glowing with banked red fire, Sha-Kepri rises from the dunes amid a crown of grasping sand-claws.

Sha-Kepri, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 15 HP 82 (scaled ×0.6) Speed 30 ft., burrow 20 ft.
STR21+5
DEX10+0
CON22+6
INT8-1
WIS14+2
CHA9-1

Burrowing Swarm (signature). The scarab can move through any space large enough for a Tiny creature and ignores difficult terrain made of sand or loose earth. Attacks against it from creatures it has burrowed past have disadvantage.

Actions

Mandible Rend. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage plus 5 (2d4) fire damage.

Reactions

Carapace Ward. Reaction. When an ally within 5 feet is hit by an attack, the scarab interposes its shell, reducing the damage by 7 (2d6).

A hound-sized scarab of beaten bronze that scuttles in the guardian's wake, its shell still hot from the tomb-furnaces that forged it.

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 · GUIDELINE
AC14HP8d10+16 (60) To-hit+4Save DC13

Open by surfacing from beneath the cluster with Earth Glide for an advantaged Stone Fist, then knock the squishiest caster prone. Hold Searing Vent until two or more PCs are within the cone. Pair it with a tomb-cult leader; it is the wall, not the brain.

Tier 2Levels 5-10 · NATIVE
AC17HP12d10+72 (138) To-hit+8Save DC15

Burrow, surface, and slam the highest-AC frontliner aside with a push, then vent fire on the backline the moment three are clustered. Use Shifting Sands to pin whoever tries to flee the cone. Kill-priority: melee strikers who can chase it underground; lock them at speed 0 and let the guardian outlast them.

Tier 3Levels 11-15 · GUIDELINE
AC18HP18d10+108 (207) To-hit+9Save DC17

Run it as the anvil beside a bigger threat: it burrows the party into a kill-zone while the flagship boss spends actions. Stack lair hazards (collapsing tombs, fire vents) and let Tomb-Forged punish anyone who finishes it in melee. Do not field it alone at this tier; a full party out-acts a single bruiser.

Put Sha-Kepri 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 Sha-Kepri?

Native CR 6 (Tier 2, levels 5-10): AC 17, 138 HP, +8 to hit, save DC 15. Scale it down to CR 2 for a Tier 1 party (AC 14, 60 HP) or up to roughly CR 11 for Tier 3 (AC 18, 207 HP). The traits and actions stay identical across tiers; only the numbers move.

Can Sha-Kepri be a companion or ally?

Yes. As a bound tomb-warden it makes a natural guardian for a sworn priest, archaeologist, or warlock patron. Use the Khepri-Scarab, Bound (AC 15, 82 HP) as a player-scaled version, or let the full guardian serve as an immovable sentinel the party must reawaken and command with the right binding words.

Is Sha-Kepri a good solo boss?

No. It has no legendary actions and only one reaction, so a four-PC party will out-act it. Field it as an add-on bruiser, a lair guardian, or the anvil beside a flagship spellcaster who needs a frontline. Its strength is durability and area control, not action economy.

Tell Us How It Ran

Played Sha-Kepri 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