Typhon
Typhon — The Encounter
Father of Monsters, the Hundred-Headed Storm Made Flesh · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Typhon
Of all the brood spawned in the dark age before the gods set their thrones, none matched the one the old tongues named Typhon. Born of Earth's last defiance, it rose taller than the peaks, its hands no hands at all but writhing nests of serpent and dragon, each head wreathed in living flame. The grimoires say its hiss could split stone and its breath could boil the rivers white. It is called the Father of Monsters, for from its loins came the worst horrors that plagued the heroic age, and every fanged thing of legend carries a sliver of its blood. The wisest sealed it beneath a burning mountain, yet the seal weakens; smoke still rises where it stirs, and the earth shudders when it dreams of vengeance. Where Typhon walks, kingdoms become cautionary tales, and even the brave learn the older meaning of the word 'awe.'
Run Typhon in Sixty Seconds
- Open big. Lead with Searing Breath on the clustered party (DC 16, 11d6 fire in a 30-ft cone), then Multiattack the nearest two.
- Spend legendaries every round. Lash for tempo, Coil and Crush to grapple-restrain a striker, Stormcall to snipe the back line. Typhon should feel like it acts four times to the party's one.
- Kill-priority is the controller. Whoever can restrain, banish, or lock it down dies first; otherwise Typhon out-actions the table.
- When bloodied, blow Tempest Within. 3d6 fire and a 10-ft push to everyone within 15 ft resets spacing and breaks melee clusters.
- Three ways to run it: (1) lair boss surrounded by its brood; (2) a slow siege as it tears through a collapsing temple; (3) a sealed-titan awakening where the floor itself is the hazard.
Typhon
Huge monstrosity (titan), chaotic evil
CR 11 · 7,200 XP · GUIDELINEBrood of Serpent Heads. Typhon's draconic arms each end in a writhing mass of serpent-dragon heads. Typhon cannot be flanked, has advantage on saving throws against being blinded, and a creature that ends its turn within 10 feet of Typhon must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) piercing damage as the heads snap at it.
Tempest Within. When Typhon is reduced to half its hit points or fewer, a storm of fire and wind erupts from its hide. Until the start of its next turn, each creature within 15 feet takes 10 (3d6) fire damage and is pushed 10 feet away (no save). This trait recharges when Typhon finishes a long rest.
Legendary Resistance (2/Day). If Typhon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Typhon makes three attacks: one Slam and two Serpent Maw attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Serpent Maw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 7 (2d6) fire damage.
Searing Breath (Recharge 5-6). Typhon's many heads exhale fire in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 38 (11d6) fire damage on a failed save, or half as much on a success.
Bonus Actions & Reactions
Snapping Recoil. Reaction. When a creature Typhon can see hits it with a melee attack, Typhon can make one Serpent Maw attack against that creature.
Legendary Actions (3/Round)
Lash. Typhon makes one Slam attack.
Coil and Crush (Costs 2 Actions). Typhon makes one Serpent Maw attack. On a hit, the target is grappled (escape DC 16) and restrained until the grapple ends.
Stormcall (Costs 2 Actions). Typhon hurls a bolt of fire and lightning at one creature it can see within 60 feet. The target makes a DC 16 Dexterity saving throw, taking 18 (4d8) damage (half fire, half lightning) on a failure, or half as much on a success.
A Huge muscled colossus rises from a ruined temple, its draconic arms blossoming into snapping serpent-dragon heads while fire smolders in its bearded, horned visage. This is the primeval terror the ancients sealed beneath mountains.
Typhon, Bound
Companion · acts on your initiative
Bound · GUIDELINEMother of Monsters (signature). When a creature within 30 feet of Typhon that is allied with her drops to 0 hit points, it instead drops to 1 hit point (once per turn).
Actions
Venom Fangs. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) poison damage.
Reactions
Serpentine Recoil. Reaction. When hit by a melee attack, Typhon can slither 15 feet without provoking opportunity attacks.
A serpent-bodied consort coiled in the ruins beside her mate, her venom keeping the brood alive long past when they should have 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.
A storm given a body: open with Searing Breath on the clustered party, then Multiattack the front line and use Snapping Recoil to punish whoever steps up. Kill-priority is the healer; Coil and Crush drags them out of the back rank. Pair with goblins or kobolds as the 'brood' so the party feels swarmed while Typhon does the real damage.
Open with Searing Breath, then spend legendary actions every round so it acts on four turns to a party's one. When bloodied, Tempest Within scatters melee and resets spacing in your favor. Kill-priority is whichever PC can grapple or restrain it; Stormcall reaches anyone hiding at range. Add 2-3 lesser monsters to soak action economy.
Built to anchor a climactic lair fight: Multiattack, then Lash / Coil and Crush / Stormcall as legendary actions to flood the round. Snapping Recoil makes meleeing it costly, and Tempest Within wipes the board clean when bloodied. Kill-priority is the party's controller; grapple a striker with Coil and Crush to neutralize them. Surround it with a brood of lesser monstrosities and a hazardous, collapsing-temple lair.
Put Typhon 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 Typhon?
Native CR 11 (Tier 3, ~7,200 XP). Because Typhon is a true solo boss with legendary actions and a punishing reaction, its sheet is built one band below its bracket so the kit lets it play up to a level 11-15 climax. Drop-in Tier 1 and Tier 2 statlines are provided to scale it to any table.
Can Typhon be a companion or ally?
Not really - Typhon is a campaign-ending antagonist, the Father of Monsters. The bound companion Echidna is provided as its consort and brood-keeper, who can be fielded alongside it as a secondary threat or, in rare bargains, as a monstrous patron the party negotiates with rather than an ally they command.
How do I keep a solo Typhon from being out-actioned by four PCs?
Use the legendary actions every round and Snapping Recoil on the first melee hit each turn, and field a 'brood' of lesser monstrosities to soak the party's action economy. Save Legendary Resistance for the spell that would otherwise lock it down, and trigger Tempest Within the moment it's bloodied to scatter the front line.
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.
The Legend
In Your Campaign
Source Mythology: Typhon draws from ancient mythological traditions, bringing legendary power to your tabletop.
Encounter Design: Use Typhon as a divine patron, a mythic boss encounter, or the centerpiece of a mythology-themed campaign arc. The model's dynamic pose creates immediate dramatic tension at the table.
Campaign Hooks: An ancient temple awakens. A prophecy names Typhon as either savior or destroyer. A cult seeks to summon or bind this mythological power for mortal purposes.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Frequently Asked Questions
What scale is the Typhon miniature available in?
Typhon is available in 32mm (tabletop standard) and 75mm (display/collector scale). Both scale files are included with presupported and unsupported STL options.
Is the Typhon STL file presupported?
Yes. Every Clay Cyanide miniature includes presupported STL files optimized for resin printing at 0.05mm layer height, plus unsupported files for custom support placement.
Can I use Typhon in my D&D or tabletop RPG campaign?
Absolutely. Typhon is designed for tabletop gaming at 32mm scale, fitting standard grid-based combat systems. The dynamic pose and detailed sculpt create memorable encounters and character moments.
Played Typhon 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.
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