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Sun — Mythological Miniatures STL miniature by Clay Cyanide

Sun

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community2,659 views · 35 likes

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

Sun

Medium celestial, neutral good

CR 6 · 2,300 XP · GUIDELINE
AC 16 (unarmored defense (radiant grace)) HP 120 (16d8+48) Speed 40 ft.
STR18+4
DEX16+3
CON16+3
INT11+0
WIS15+2
CHA16+3
SavesCon +6, Cha +6
SkillsAcrobatics +6, Athletics +7, Insight +5
Immblinded, radiant
Sensesdarkvision 60 ft., passive Perception 12
LanguagesCelestial, Common

Solar 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 · GUIDELINE
AC 15 HP 72 (scaled ×0.6) Speed 40 ft.
STR18+4
DEX16+3
CON16+3
INT11+0
WIS15+2
CHA16+3

Borrowed 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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP9d8+18 (58) To-hit+4Save DC13

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.

Tier 2Levels 5-10 · NATIVE
AC16HP16d8+48 (120) To-hit+7Save DC14

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.

Tier 3Levels 11-15 · GUIDELINE
AC18HP22d8+110 (209) To-hit+9Save DC16

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

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

Played Sun 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