Taurus
Taurus — The Encounter
The Heaven-Horned Bull, constellation made flesh · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Taurus
When the gods set the great bull among the stars, they say a sliver of its rage stayed earthbound, taking flesh in the deep pastures and bramble-clad hills. Old herders call it the Heaven-Horned, and they do not chase the cattle that wander near its haunt, for what it gores it tramples, and what it tramples it forgets. It does not hunt and it does not hoard; it simply moves, an avalanche of horn and hoof that no fence and few walls have ever turned. Shrines to it are little more than a carved glyph on a standing stone, smeared with milk and barley to beg the beast pass by. Heroes who have faced it in the old songs did not best it with strength but with patience, leading it into ravine, river, or labyrinth until its own momentum became its undoing. To stand before its charge in open ground is to be a leaf before a landslide.
Run Taurus in Sixty Seconds
- Hold its turn near a wall the bull wants a straight 20-foot run; deny that and Charge and Unstoppable both go quiet.
- Open with the charge first round, send it 50 feet into your softest cluster, Gore one prone, then let Bellowing Stamp punish anyone who stays adjacent.
- Kill-priority is control, not damage the party member who can grapple, restrain, or web it should target the bull first; a held bull stops being a problem.
- When bloodied it stops choosing targets cleverly and just barrels at the nearest creature in a straight line every turn, trampling anything in the lane.
- Three ways to run it open-field landslide (let it build speed and prone the line), corner brawler (back it to a wall so it must Gore and Stamp in place), or herd-driver (pair it with goaders who push the party into its charge lane).
Taurus
Huge celestial (beast), neutral
CR 6 · 2,300 XP · GUIDELINECharge. If the bull moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 10 (3d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Unstoppable. Signature. The bull can move through any space occupied by a creature one size larger than itself or smaller, and difficult terrain costs it no extra movement. The first time it enters a creature's space on a turn, that creature must succeed on a DC 15 Strength saving throw or be pushed 5 feet and take 5 (1d10) bludgeoning damage from the trample.
Actions
Multiattack. The bull makes two attacks: one with its Gore and one with its Hooves.
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d8+5) piercing damage.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is prone, this attack is made with advantage.
Bonus Actions & Reactions
Bellowing Stamp. Reaction When a creature the bull can see ends its turn within 10 feet of it, the bull can stamp and gore. The creature must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) bludgeoning damage and be knocked prone.
A mountain of bunched muscle and shaggy mane crowned with heaven-sweeping horns, the bull paws the rock where its star-sign is carved, breath steaming, eyes the dull glow of a far constellation.
Taurus, Bound
Companion · acts on your initiative
Bound · GUIDELINELiving Battering Ram (signature). Difficult terrain costs the bull no extra movement, and once per turn when it moves at least 20 feet straight toward an enemy and reaches it, the first attack against that enemy this turn has advantage.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (3d8+2) piercing damage, and a Large or smaller target must succeed on a DC 13 Strength save or be knocked prone.
Reactions
Shield of Horn. When an ally within 5 feet is hit by an attack, the bull interposes its great body; the ally gains a +3 bonus to AC against that attack, possibly causing it to miss.
Lulled by milk, barley, and a steady hand, the great bull walks at its keeper's shoulder, a living wall that breaks lines and shields the fallen.
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 by charging the heaviest-armored front-liner to bowl them prone, then trample through the soft casters behind them. Kill-priority is anyone who tries to grapple or net it, since at this scale a single hold ends the threat. Pair it with a herder or cultist who can goad it forward each round.
Open with a 50-foot charge across the table at the squishiest cluster, Gore the lead target prone, then Bellowing Stamp anyone who lingers in melee. Treat it as the room's anvil, not its general: pair it with a bigger threat or a controller who can pin the party in place while it runs them down. Kill-priority on your side: whoever can knock it prone or restrain it, because a stationary bull is half a bull.
Lead with the charge into the tightest knot of PCs and ping-pong between them using Unstoppable's free trample. It hits hard but acts only once a round, so deploy it with minions or a lair that channels the party into open killing ground where it can build speed. Have it focus the melee-locked tank while adds harass the back line; it is the wrecking ball, never the lone boss.
Put Taurus 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 Taurus?
Natively CR 6 (2,300 XP), a Tier 2 brute built for parties of levels 5-10. Stat lines are also provided to drop it to roughly CR 2 for Tier 1 or push it to about CR 11 for Tier 3 by swapping in that tier's AC, HP, to-hit, and save DC.
Can Taurus be a companion or ally?
Yes. Tamed with milk, barley, and patience, the Heaven-Horned becomes a living battering ram and bodyguard (AC 15, 82 HP) that breaks enemy lines, knocks foes prone, and throws its body in front of struck allies. It is a Huge mount-scale ally, so it shines in open terrain and struggles in tight corridors.
Is Taurus a solo boss?
No. It only takes one action per round and has no legendary actions, so a four-person party will out-act it. Run it as the heavy anvil of an encounter paired with a controller, minions, or a larger flagship threat rather than as a standalone boss.
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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