Sun
Sun — The Encounter
Radiant pugilist of the Tarot, the Sun made flesh · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Sun
Of the Major Arcana, the nineteenth card is the gladdest: the Sun, drawn upright, promises warmth, victory, and a truth too bright to hide from. Where lesser spirits wear shadow, this one wears the dawn. Folk say he is no mere image but a celestial pugilist, a herald of the morning who descends when a heart has earned its triumph, fists wrapped, halo wheeling like a vessel's helm steering the day into being. He does not strike to kill but to wake; his every blow scours doubt as light scours a sickroom. Cultists of darkness and creatures bred of night dread his coming, for in his radius no lie keeps its footing and no eye is spared his glare. Yet to the worthy he is kind, lending strength to the failing and clarity to the lost. Read him reversed and his warmth curdles to vanity, the blinding pride of one who mistakes his own glory for the dawn itself.
Run Sun in Sixty Seconds
- Light first. On turn one keep Solar Halo lit and stand where it covers the enemy cluster; their attacks on anyone but the Sun take disadvantage.
- Kill-priority. Hunt undead, shadow-spawn, and any caster that hates radiant damage; the Sun's fists and Sunburst chew them up fastest.
- When bloodied. Lead with Sunburst (Recharge 5-6) on the densest knot of foes, then Solar Lash to yank a fleer back into reach.
- Three ways to run it. Skirmisher (Dawnstep in, hit, Dawnstep out), zone-control (camp the Halo over the party's archers' enemies), or anchor (stand fast and trade Radiant Fists with the biggest brute).
- Pairs with. Field it beside a night/shadow boss for thematic light-vs-dark; the Sun is an add-on, not a solo centerpiece.
Sun
Medium celestial, neutral good
CR 6 · 2,300 XP · GUIDELINESolar Halo. The Sun sheds bright light in a 20-foot radius and dim light for an additional 20 feet. A creature that starts its turn within the bright light and can see the Sun has disadvantage on attack rolls against any target other than the Sun until the start of its next turn, dazzled by the glare.
Sunlit Reflexes. While in bright light (including its own), the Sun has advantage on Dexterity saving throws and adds its Charisma modifier to its initiative rolls.
Actions
Multiattack. The Sun makes two Radiant Fist attacks, or one Radiant Fist and one Solar Lash.
Radiant Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) radiant damage.
Solar Lash. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6+4) radiant damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward the Sun.
Sunburst (Recharge 5-6). The Sun unleashes a flare of dawn-light in a 15-foot radius. Each creature in that area must make a DC 14 Constitution saving throw, taking 24 (7d6) radiant damage on a failed save, or half as much on a success. A creature that fails is also blinded until the end of its next turn.
Bonus Actions & Reactions
Dawnstep. Bonus Action. The Sun moves up to half its speed without provoking opportunity attacks, leaving a brief trail of light in the spaces it passes through.
A bronzed, bare-chested champion stands fists-raised on a labyrinth disc, a wheel of solar fire blazing at his back and an Art Deco sun crowning the arch above him. He is the Tarot's Sun given flesh: triumph, vitality, and clarity that strikes like a noonday blow.
Sun, Bound
Companion · acts on your initiative
Bound · GUIDELINEBorrowed Light (signature). While within 30 feet of a source of bright light, Sun's weapon attacks deal an extra 3 (1d6) radiant damage, and he cannot be blinded.
Actions
Sunbright Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) piercing damage plus 3 (1d6) radiant damage.
Reactions
Stand in the Light. When an ally the companion can see within 10 feet is hit by an attack, Sun steps between them, granting that ally resistance to the triggering damage.
A devoted squire who follows the Sun's path, fighting with a gilt spear that drinks in dawnlight and gives it back as searing point and edge.
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 Solar Halo lit, then close and pummel with Radiant Fist on the squishiest target in the light. If three or more foes cluster, hold for Sunburst, then wade in. Pair it with a darkness-themed boss it can foil for thematic contrast; it adds-on, not solos.
Open with the Halo up and Dawnstep into the back line; the glare wrecks ranged enemies' aim. Kill-priority: shadow/undead casters, who hate the radiant damage. When bloodied, lead with Sunburst on the densest cluster, then Solar Lash to drag a fleeing target back. Best run alongside a larger lair boss as the relentless skirmisher.
Lead the line of light beside a bigger threat or in a sunlit lair full of mirror-glare. Stay in bright light to keep the Dex/initiative edge, and open with Sunburst before melee. Kill-priority stays on night-aligned casters; pair it with minions or a flagship boss rather than fielding it alone.
Put Sun 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 Sun?
Natively CR 6 (Tier 2, ~2,300 XP) as a Medium celestial pugilist. Scale it down to roughly CR 2 for Tier 1 parties or up to about CR 11 for Tier 3 using the per-tier numbers; traits and actions stay identical, only AC, HP, to-hit, and the save DC move.
Can Sun be a companion or ally?
Yes. Run the Sun itself as a radiant ally for a light-aligned party, or use Aurelio, Sworn to Dawn, the bundled squire companion (AC 15, 72 HP), as a more party-scaled helper who shares borrowed light and shields allies.
Is Sun solo-capable as a boss?
No. The Sun has no legendary actions or punishing reaction kit, so a four-person party will out-act it. Use it as an add-on skirmisher beside a larger flagship threat or with minions in a sunlit lair rather than as a lone centerpiece.
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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