Alloy
Alloy — The Encounter
Forge-bound juggernaut of meteoric iron and burning blood · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Alloy
The grimoires of the Forgebound Dominion name Alloy not as a soldier but as a wall given will. Smiths long dead poured the iron of fallen stars into a single frame and quenched it in living fire, so that its heart is a furnace and its veins run with luminous slag. It does not tire, does not flee, and does not feel the cold dread that scatters lesser hosts. Set at the front of a formation, Alloy holds the ground others would yield, and the warriors behind it find their courage in the simple fact of its weight. Those who strike it learn its lesson swiftly: the breach they open vents molten metal across their own hands. When at last its plating fails, the furnace within it bursts, and the construct's final act is to take its slayers into the fire with it. It obeys, it holds, and when broken it answers in flame.
Run Alloy in Sixty Seconds
- Hold the line. Alloy is a wall, not a chaser. Park it on a chokepoint or beside the creature it's protecting and make the party come to it.
- Open with the Lance. Lead Resonant Lance at whoever wants to close distance: prone plus a 10-foot shove buys you a full round of position.
- Punish the swarm. Forge Heart burns the first melee striker each turn and Anchoring Step swats anyone who steps adjacent, so make PCs choose between eating damage or backing off.
- Kill-priority is the line-breaker. Focus the PC trying to slip past or peel a minion away; Alloy exists to keep formations intact.
- When it drops, clear the blast. At 0 HP the core ruptures for 6d6 fire in 10 feet (DC 15 Dex) - warn melee players one round early so the kill isn't a feel-bad.
Alloy
Large construct, lawful neutral
CR 6 · 2,300 XP · GUIDELINEBulwark. Allies within 5 feet of Alloy have half cover from ranged attacks, and Alloy can't be moved against its will by any effect of size Huge or smaller. It does not need to make Strength saves to avoid being pushed, knocked prone, or grappled by such effects.
Forge Heart. Signature. Burning slag runs in glowing conduits across Alloy's frame. The first time each turn a creature hits Alloy with a melee attack while within 5 feet, that creature takes 5 (1d10) fire damage as molten alloy vents from the breach. When Alloy is reduced to 0 hit points, its core ruptures: each creature within 10 feet must make a DC 15 Dexterity save, taking 21 (6d6) fire damage on a failure, or half as much on a success.
Actions
Multiattack. Alloy makes two Slag Fist attacks, or one Slag Fist attack and one use of Resonant Lance.
Slag Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 5) bludgeoning damage plus 4 (1d8) fire damage.
Resonant Lance. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 14 (2d8 + 5) force damage, and the target must succeed on a DC 15 Strength save or be pushed 10 feet away and knocked prone.
Bonus Actions & Reactions
Anchoring Step (Reaction). When a creature Alloy can see ends its move within 5 feet of it, Alloy makes one Slag Fist attack against that creature.
A towering automaton of black meteoric plate veined with channels of molten orange, Alloy braces low on a shattered slab, one cannon-bound arm cocked to strike. Where it sets its feet, the battle line does not break.
Alloy, Bound
Companion · acts on your initiative
Bound · GUIDELINETethered Furnace (signature). While Alloy is within 30 feet of the creature it is bound to, that ally has resistance to fire damage and can't be knocked prone by effects of CR 5 or lower.
Actions
Ember Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 3 (1d6) fire damage.
Reactions
Smother. When an ally within 5 feet of Alloy takes fire damage, Alloy can take that damage instead.
A smaller forge-thrall that walks a half-step behind, dousing flares before they reach the line and soaking blows meant for its master.
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 with Resonant Lance to knock the loudest attacker prone, then plant in a doorway and let Anchoring Step punish anyone who closes. Kill-priority is whoever tries to slip past the line. At this tier pair Alloy with a caster or captain it's guarding rather than fielding it alone.
Open by anchoring on a chokepoint or beside your real boss; Bulwark hands nearby minions half cover, so cluster them behind it. If melee swarms in, let Forge Heart and Anchoring Step tax them while you Multiattack the squishiest reachable PC. Pair it with a bigger threat and a wave of minions so the party can't ignore the wall to chase the brain.
Field two as the gates of a lair, each anchoring a flank so the party must spend rounds breaking through. Open with Resonant Lance to scatter the front rank, then grind with Multiattack while Forge Heart bleeds melee strikers. Always pair with a stronger commander or a battery of casters behind the wall they form.
Put Alloy 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 Alloy?
Alloy's home stat block is CR 6 (2,300 XP), a Tier 2 (levels 5-10) frontline construct. The sheet also scales to Tier 1 (~CR 2) and Tier 3 (~CR 11) using the same traits with shifted numbers.
Can Alloy be a companion or ally?
Yes. As a lawful-neutral construct it follows whoever commands its makers' war-host, so a player with a forge pact or a captured control-rune could field it as a bodyguard. It's a defensive anchor, not a striker - it shines holding ground and shielding allies, not racing ahead.
Is Alloy a solo boss?
No. Alloy has no legendary actions and a single reactive swat, so a four-person party will out-act it. Run it as an add-on: an anchor for your real boss, backed by minions and a lair, where its Bulwark and Forge Heart make the wall genuinely costly to break.
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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