Vidar
Vidar — The Encounter
The Silent God of Vengeance, Wolf-Slayer of the Aesir · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Vidar
When the wolf Fenrir broke its bonds and swallowed Odin whole at the breaking of the world, it was Vidar the Silent who did not weep, nor boast, nor hesitate. The vengeance-god strode forward, planted his thick boot upon the beast's lower jaw, seized the upper, and tore the monster apart to avenge his father. So the old skalds record him: a son sworn to a single deed, who spoke no word until it was done. He is reckoned among the gods who will outlive the burning of the heavens and walk the green earth reborn. In the field he carries the standard of the slain and the antlers of the hunt, and he marks one foe above all others. Patient where his kin rage, he wastes no blow and forgives no wrong against those under his protection. To stand before Vidar is to be measured, named, and then unmade.
Run Vidar in Sixty Seconds
- Quarry first. At the top of combat mark the foe who hits Vidar or an ally hardest; he gets advantage and +2d8 on it every round, so chase that one target.
- Open with the gore. Lead Multiattack with Antler Gore when enemies bunch up: a failed DC 15 Str save knocks one prone and pushes 10 ft., handing you advantage next swing.
- Kill-priority is the Quarry, not the nearest body. Shift Quarry (bonus action) to whatever just bloodied your minions and let Avenger's Step teleport-strike them.
- When bloodied, stop trading blows and play vengeful: re-mark the party healer, use Avenger's Step every time they hit an ally, and lean on Iron-Shod Boot to walk free of any grapple or swallow.
- Three ways to run him: frontline bruiser beside a spellcaster boss; vengeance-knight who escorts the Sworn Standard; or a wolf-pack alpha leading Garmr-type hounds. Never as a lone solo.
Vidar
Large celestial, lawful neutral
CR 6 · 2,300 XP · GUIDELINESworn Vengeance. Signature. Vidar marks one creature that has damaged him or an ally he can see as his Quarry (no action). He has advantage on attack rolls against his Quarry, and the first time each turn he hits his Quarry he deals an extra 9 (2d8) damage. He can have only one Quarry at a time and may shift it as a bonus action.
Iron-Shod Boot. Vidar's vast boot lets him brace against the jaws of any maw. He has advantage on saving throws and ability checks to avoid or escape being grappled, restrained, or swallowed, and he automatically ends one such effect on himself at the start of his turn.
Actions
Multiattack. Vidar makes two Vengeance Blade attacks, or one Vengeance Blade attack and one Antler Gore.
Vengeance Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) slashing damage.
Antler Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and if the target is Large or smaller it must succeed on a DC 15 Strength saving throw or be pushed 10 ft. and knocked prone.
Bonus Actions & Reactions
Avenger's Step (Reaction). When Vidar's Quarry within 30 feet hits an ally he can see, Vidar moves up to half his speed toward the Quarry without provoking opportunity attacks. If he ends this movement within reach of the Quarry, he may make one Vengeance Blade attack against it.
Antlered and grim beneath a tall standard hung with the trophies of the fallen, Vidar plants one mighty iron-shod boot upon the carcass of the great wolf, his blade lowered but never sheathed.
Vidar, Bound
Companion · acts on your initiative
Bound · GUIDELINEBanner of the Fallen (signature). Allies within 15 feet of the standard-bearer have advantage on saving throws against being frightened. Once per turn, when an ally within 15 ft. reduces a creature to 0 hit points, the bearer's wielder may add 1d6 to its next attack roll.
Actions
Standard Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 3) piercing damage.
Reactions
Raise the Trophies. When an ally within 15 feet drops to 0 hit points, the bearer can plant the standard; that ally instead drops to 1 hit point. The bearer can do this once per short rest.
A grim Aesir housecarl who hoists the vengeance-god's standard, hung with the skulls of oathbreakers, so that no ally beside it ever flees the field.
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 marking the loudest striker as Quarry, then close 40 ft. and swing twice. If clustered, lead with Antler Gore to knock one prone and split the line. Pair him with a wolf or two so the party can't dogpile the god alone.
Mark whoever hits him first; Avenger's Step punishes the party for striking your minions. Kill-priority is the Quarry every round so the bonus 2d8 lands. Run him as the muscle beside a caster or warlord boss, with Garmr-style hounds soaking flanks; don't field him truly solo.
Use him as a lair lieutenant: he shifts Quarry to whoever just dropped a minion and Avenger's Steps across the field to retaliate. Open on the squishiest healer, gore-prone anyone clustered. Pair him with a bigger flagship threat or a wolf-pack so a full party can't simply gang the wolf-slayer down.
Put Vidar 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 Vidar?
Vidar is built at CR 6 (2,300 XP) on his native Tier 2 sheet, a strong challenge for a party of four 7th-level characters. Tier 1 (levels 1-4) and Tier 3 (levels 11-15) sheets are provided; the traits stay identical and only the numbers move.
Can Vidar be a companion or ally?
Yes. As a lawful-neutral celestial sworn to protect his kin, Vidar makes a fitting heavy-hitting ally or patron-sent guardian. Drop his to-hit and damage one tier below the party for a balanced NPC companion, or field the Sworn Standard companion block beside the heroes instead.
Is Vidar a boss or an add-on?
He is an add-on lieutenant, not a centerpiece solo. He lacks legendary actions, so a four-PC party out-acts him alone; he shines as the muscle beside a flagship boss, a caster, or a pack of wolves where his Sworn Vengeance and Avenger's Step keep punishing the party.
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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