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Tangaroa — Mythological Miniatures STL miniature by Clay Cyanide

Tangaroa

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community2,651 views · 26 likes

Tangaroa — The Encounter

Polynesian sea-father who commands the sharks of the deep · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Tangaroa

Tangaroa is the sea itself given a glaring, muscled shape: father of the tides, of the fish, and of all that swims in the salt dark. The Polynesian peoples remember him as the brother who quarreled with the wind and the forest, retreating beneath the waves to rule a kingdom no boat may map. Fishermen pour the first catch back to him; pearl-divers whisper his name before the plunge. When he is angered, the reef boils and the sharks come in their hundreds, for they are his hunting hounds and answer his every gesture. He is not cruel, only vast and indifferent as the ocean, and he reckons drowned sailors no differently than spent rain. To meet him is to stand before the patience of deep water, which forgives nothing and forgets less, and which will always, in the end, reclaim what walks the shore.

Run Tangaroa in Sixty Seconds

Tangaroa

Huge celestial (titan), neutral

CR 11 · 7,200 XP · GUIDELINE
AC 18 (natural armor, sea-blessed) HP 195 (17d12+85) Speed 40 ft., swim 90 ft.
STR24+7
DEX16+3
CON21+5
INT15+2
WIS18+4
CHA20+5
SavesSTR +12, CON +10, WIS +9
SkillsAthletics +12, Perception +9, Nature +7
Resistcold; bludgeoning, piercing, and slashing from nonmagical attacks
Sensesdarkvision 120 ft., passive Perception 19
LanguagesAquan, Common, Primordial

Amphibious. Tangaroa can breathe air and water.

Tide-Caller. Signature. The first time each turn a creature within 30 ft. of Tangaroa enters or starts in difficult terrain made of water, or is grappled by him, it must succeed on a DC 16 Strength saving throw or be pulled 10 ft. toward him and knocked prone. The ground within 30 ft. of Tangaroa is difficult terrain for creatures other than him.

Sea Sovereign. Tangaroa has advantage on saving throws against being charmed, frightened, or paralyzed. Beasts of the sea (sharks, whales, and similar) will not willingly attack him.

Actions

Multiattack. Tangaroa makes two Tidal Fist attacks. He can replace one with Call the Sharks (if available).

Tidal Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be pushed 15 ft. away and knocked prone.

Surge. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 18 (4d6 + 4) cold damage as a lash of black seawater, and the target's speed is halved until the end of its next turn.

Call the Sharks (Recharge 5-6). Tangaroa hurls a crushing wave in a 30-foot cone, riding it with his shark host. Each creature in the area must make a DC 16 Dexterity saving throw, taking 36 (8d8) bludgeoning damage and being knocked prone on a failure, or half damage on a success. Creatures that fail are also grappled (escape DC 16) by the surge until the start of Tangaroa's next turn.

Bonus Actions & Reactions

Undertow (Reaction). When a creature Tangaroa can see within 30 ft. moves or casts a spell, he can lash out with a wave. The creature must succeed on a DC 16 Strength saving throw or have its movement reduced to 0 until the end of its turn (if it was moving) or take 13 (3d6 + 3) cold damage (if it cast a spell).

Legendary Actions (3/Round)

Surge. Tangaroa makes one Surge attack.

Riptide (Costs 1 Action). Each creature within 20 ft. of Tangaroa must succeed on a DC 16 Strength saving throw or be pulled 15 ft. toward him and knocked prone.

Maw of the Deep (Costs 2 Actions). A spectral hammerhead shark surges from the water. Make a melee attack: +12 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 7) piercing damage, and the target is grappled (escape DC 16).

Rising from a churning wave, this Huge sea-father snarls beneath a crown of bound hair, his scarred arms thrown wide as hammerhead and great sharks coil through the surge at his heels. The whole base is living water rendered in frozen crystal motion.

Tangaroa, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 13 HP 90 (scaled ×0.6) Speed 40 ft., swim 90 ft.
STR24+7
DEX16+3
CON21+5
INT15+2
WIS18+4
CHA20+5

Blood in the Water (signature). Tangaroa has advantage on attack rolls against any creature that doesn't have all its hit points, and its swim speed is 60 ft.

Actions

Savage Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature, it is grappled (escape DC 14).

Reactions

Feeding Frenzy. When an ally within 30 ft. reduces a creature to half its hit points or fewer, Tangaroa can move up to its swim speed toward that creature without provoking opportunity attacks.

A great hammerhead bound to Tangaroa's will, gliding through wave and surf as the god's foremost hunting hound.

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+24 (68) To-hit+5Save DC13

Open with Call the Sharks on the clustered party to scatter and knock them prone, then wade in with Tidal Fist on the squishiest target. Use Tide-Caller terrain to keep melee PCs from massing on him. As a lesser tide-spirit here, pair him with a school of reef minions rather than running him as a full god.

Tier 2Levels 5-10 · GUIDELINE
AC16HP12d12+48 (126) To-hit+7Save DC15

Lead with Surge to halve the healer's or caster's speed, then Multiattack the kill-target. Hold Undertow for the first PC who tries to dart past or cast through the difficult-terrain ring. Strong as a co-boss alongside a Chuya/CCM flagship rather than the sole encounter at this band.

Tier 3Levels 11-15 · NATIVE
AC18HP17d12+85 (195) To-hit+12Save DC16

Solo-viable: open by yanking the party into the water with Riptide, then Call the Sharks for the cone. Spend legendary actions on Maw of the Deep to grapple the front-liner and Surge the backline; punish every cast/dash with Undertow. Kill-priority is whoever can cure the prone/grapple lock — drown them first.

Put Tangaroa 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 Tangaroa?

Native CR 11 (Tier 3, ~7,200 XP) as a solo-capable boss — his legendary actions and the Undertow reaction let him play up against a 4-PC party. Scale him down to the Tier 2 (~CR 6) or Tier 1 (~CR 2) line for lower-level tables; the kit is identical, only the numbers move.

Can Tangaroa be a companion or ally?

Not directly — he is a Huge sea-father, far too vast to follow a party. But his bound hammerhead, Mako (AC 13, 90 HP), can serve as a companion or allied summon, hunting wounded foes with Blood in the Water and Feeding Frenzy.

Does Tangaroa work without water terrain?

He's strongest at a coast, reef, or flooded ruin where his tide ring and Call the Sharks shine, but he isn't helpless on dry land — he can surge up rivers, floodwater, or rain-soaked battlefields. Just expect his control tricks to feel weaker far from the sea, so place the fight near deep water for the intended experience.

Tell Us How It Ran

Played Tangaroa 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