Zoobehk
horned scythe-armed brute of the reef-horde
Zoobehk — The Encounter
horned scythe-armed brute of the reef-horde · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Zoobehk
Zoobehk is the Colony of Barnakol's battering ram, the shape that comes first up the gangplank. The horde sends him ahead because his great curved arm sweeps a path through shield-walls and oar-banks alike, opening the press so the smaller members can pour through. Survivors of raided coast-towns remember the horns more than the blade: a silhouette lit against burning rigging, lowering its head and charging through a barricade as if it were sea-foam. He does not scheme; the Colony does that for him. He only needs a wall to break, and the swarm at his back to flood the breach he leaves behind.
Run Zoobehk in Sixty Seconds
- He opens with a charge 20+ ft. straight in adds 2d8 and a DC 15 prone, so brace or scatter.
- Ten-foot reach the scythe-arm hits from outside normal melee, so closing in doesn't make you safe.
- He's a wall-breaker, not a duelist he wants to prone you and let the swarm finish.
- Keep him from his friends isolate him and he loses his advantage against fear.
- Kite the charge deny him a 20-ft. straight run and his biggest hit goes away.
Zoobehk
Medium monstrosity, chaotic evil
CR 5 · 1,800 XP · GUIDELINECrushing Charge (signature). If Zoobehk moves at least 20 ft. straight toward a target and hits it with a Scythe-Arm on the same turn, the target takes an extra 9 (2d8) slashing damage and must succeed on a DC 15 Strength save or be knocked prone.
Reef-Hardened. Zoobehk has advantage on saving throws against being frightened while a colony ally is within 30 ft.
Actions
Multiattack. Zoobehk makes two Scythe-Arm attacks.
Scythe-Arm. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing damage.
Goring Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.
A hunched, barnacle-crusted brute crowned with two ribbed horns and dragging a single colossal scythe-arm forged from its own fused limb.
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.
Charge the nearest blockade or front-line fighter to knock them prone, then stand over them swinging while the colony swarms past. Stay close to allies for the fear resistance. Pull back into the warband when bloodied rather than overextending.
Open with Crushing Charge into the tankiest blocker to break the line and prone it, then Multiattack while flyers and pincers flank the scattered party. Keep a colony ally near to shrug off fear. When bloodied, hold the breach you made and let the horde feed.
Fight as the horde's vanguard, never solo: smash open the formation with a charge and trample whoever you prone. Funnel the party into the colony's swarm. When bloodied, keep charging the chokepoint so the rest of Barnakol can surround the broken line.
Put Zoobehk 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 Zoobehk?
Zoobehk is CR 5 (1,800 XP) at his native Tier 2, with Tier 1 (~CR 2) and Tier 3 (~CR 11) stat lines so he can anchor any tier of fight.
How does Zoobehk fight alongside the rest of the Colony of Barnakol?
He is the vanguard. He charges first to break shield-walls and barricades, prones the front line, and holds the breach open so the colony's flyers, spinners, and pincers flood through behind him.
Is Zoobehk a boss?
No. He is an elite brute, not solo-capable. Run him as the tip of the horde with other colony members supporting; alone he is just a strong line-breaker.
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.
Played Zoobehk 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.
Log in to comment