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The Chariot — Mythological Miniatures STL miniature by Clay Cyanide

The Chariot

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community5,408 views · 49 likes

The Chariot — The Encounter

Triumphant rider of the seventh card, war made motion · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is The Chariot

Seventh of the great arcana, the Chariot is victory caught mid-stride. The card shows no rest, no parley, no throne won and held; it shows the instant of charge, when the rider has already chosen and the steeds answer with their whole strength. Older grimoires name the two horses Resolve and Doubt, harnessed to one yoke, for the triumph the card promises is the mastery of opposed wills bent to a single road. Where it appears, an enemy's lines break by sheer forward pressure. The driver wears no crown, only a soldier's wrap and the long veils of speed; the conquest belongs to motion itself. To meet the Chariot in the flesh is to feel the ground tremble before you see it, to understand that some forces cannot be reasoned with, only outrun, and that the card has already decided you will not.

Run The Chariot in Sixty Seconds

The Chariot

Medium humanoid (charioteer), lawful neutral

CR 6 · 2,300 XP · GUIDELINE
AC 16 (flowing battle-veils and momentum) HP 123 (13d8+65) Speed 30 ft. (60 ft. mounted on the war-chariot)
STR18+4
DEX16+3
CON18+4
INT12+1
WIS14+2
CHA16+3
SavesStr +7, Con +7
SkillsAnimal Handling +5, Athletics +7, Intimidation +6
Immfrightened
Sensespassive Perception 12
LanguagesCommon

Unstoppable Advance. The Chariot's resolve cannot be checked. It is immune to the frightened condition and cannot be knocked prone while its chariot is intact. The first time on each of its turns that it moves at least 20 feet straight toward a creature, that creature has disadvantage on the saving throw against the Chariot's next attack this turn.

Twin-Steed Bond. The Chariot fights as one with its two harnessed steeds. While at least one steed lives, the Chariot's speed is 60 feet and it can move through a creature's space; the first creature it passes through this way takes 7 (2d6) bludgeoning damage (DC 14 Dexterity save for half) as it is run down.

Actions

Multiattack. The Chariot makes two spear attacks. If it moved at least 20 feet this turn, it can replace one spear attack with a Trampling Charge.

War Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength save or be pushed 10 feet and knocked prone.

Trampling Charge (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target the Chariot moved past this turn. Hit: 21 (4d8 + 4) bludgeoning damage, and the target falls prone.

Bonus Actions & Reactions

Veer (Reaction). When a creature the Chariot can see ends its move within 10 feet of it, the Chariot can move up to half its speed without provoking opportunity attacks, dragging the wheels across the foe: that creature takes 9 (2d6 + 2) slashing damage unless it succeeds on a DC 14 Dexterity save.

A robed driver leans into the gale, twin wild-maned steeds tearing free of a rune-carved monolith, battle-veils streaming like comet-tails behind the wheels. Stone, will, and momentum fused into a single arrow loosed at the enemy line.

The Chariot, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 13 HP 74 (scaled ×0.6) Speed 30 ft. (60 ft. mounted on the war-chariot)
STR18+4
DEX16+3
CON18+4
INT12+1
WIS14+2
CHA16+3

Matched Stride (signature). While The Chariot is within 10 feet of an ally driving it, that ally's speed increases by 30 feet and they cannot be knocked prone.

Actions

Stamping Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Reactions

Bolt Forward. When its rider is hit by an attack, The Chariot can move up to 20 feet; if it passes through an enemy's space, that enemy makes a DC 13 Dexterity save or takes 7 (2d6) bludgeoning damage.

A wild-maned warhorse that runs through fear without flinching, eyes forward on a road only it can see.

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
AC14HP8d8+24 (60) To-hit+4Save DC12

Open by charging the straightest line into your softest target so the advance debuff lands, then spear-and-prone them. If the party clusters in a corridor, use Twin-Steed Bond to run down two at once. Pair it with archers or a caster who profits from prone, sprawled foes.

Tier 2Levels 5-10 · NATIVE
AC16HP13d8+65 (123) To-hit+7Save DC14

Always move 20+ feet straight at someone before attacking so they save at disadvantage, then Multiattack with War Spear to knock them prone. Kill-priority is whoever the party needs mobile (their mounted PC, their skirmisher); chain Trampling Charge through clumps. This is an add-on bruiser, not a solo boss, so pair it with a commanding caster or set it loose with its steeds as the lair's hammer while the real threat controls the field.

Tier 3Levels 11-15 · GUIDELINE
AC18HP18d8+90 (171) To-hit+9Save DC16

Run it as a heavy lancer alongside a bigger threat or its full team of steeds and outriders, never alone. Open with a full-speed straight charge through the front line, Veer on the reaction to grind anyone who closes, and keep Trampling Charge online to punish formations. Kill-priority is the enemy's own mobility piece; pair it with a controller boss that pins targets in its lane.

Put The Chariot 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 The Chariot?

Native CR 6 (Tier 2, ~2,300 XP) as a charging martial bruiser. Scale it down to roughly CR 2 for Tier 1 parties or up to about CR 11 for Tier 3 by swapping to that row's AC, HP, to-hit, and save DC — the traits and actions never change.

Can The Chariot be a companion or ally?

Yes. Its harnessed steed Resolve is built as a player-side companion (AC 13, 74 HP) whose Matched Stride buffs a rider's speed and Bolt Forward defends them. A defected Chariot makes a thunderous mounted ally that breaks enemy lines for a martial party.

Is The Chariot a solo boss?

No. It has no legendary actions and only one reaction, so a four-PC party out-acts it on action economy. Run it as an add-on hammer beside a real flagship boss or amid its own steeds and outriders, never as the lone centerpiece.

Tell Us How It Ran

Played The Chariot 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