Alfred
iron-guard hand-monk of the shell-monastery
Alfred — The Encounter
iron-guard hand-monk of the shell-monastery · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Alfred
Alfred is the monastery's living wall, the disciple Gunta set to guard the others' flanks. He fights with raised open hands, reading a blow before it lands and folding it into a throw, and his Flowing Guard has turned aside killing strikes meant for younger monks. He took the same no-weapon vow as Vincent but answered it differently: where Vincent breaks, Alfred redirects. In the flight he shadows the casters Shem and Gunta, standing between them and any blade that slips the front line, and counters reckless attackers onto their shells.
Run Alfred in Sixty Seconds
- Stand by your softest monk then spend Flowing Guard to spoil the attack that targets them.
- When a melee attack misses you then Redirect to shove and prone the attacker.
- Open with three iron strikes then hold position, do not chase.
- Shadow Gunta and Shem then intercept anything that slips the front line.
Alfred
Medium humanoid (turtle-folk), lawful neutral
CR 5 · 1,800 XP · GUIDELINEFlowing Guard. When a creature Alfred can see hits an ally within 5 ft. of him with a melee attack, he may use his reaction to impose disadvantage on that attack (resolve before knowing the result).
Iron Palm. Alfred's unarmed strikes count as magical and deal the damage shown below.
Actions
Multiattack. Alfred makes three unarmed strikes.
Iron Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) bludgeoning damage.
Bonus Actions & Reactions
Redirect. As a reaction when missed by a melee attack, Alfred may force the attacker to make a DC 14 Strength save or be pushed 10 ft. and knocked prone.
An unarmed defender whose every block flows into a throw, and every throw into a fist.
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.
At T1 Alfred is a bodyguard: park him beside your softest monk, use Flowing Guard to spoil incoming hits, and Redirect anyone who whiffs.
At T2 (native) he screens Gunta and Shem, three iron strikes a round, turning aside the blows that get past the front and tossing chargers prone.
At T3 he is the warband's guardian in a full flight, soaking and redirecting for the pack; he defends, he does not duel alone.
Put Alfred 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 Alfred?
His native tier is 2, about CR 5 (1,800 XP); rescale with the T1/T3 columns.
How does Alfred fight alongside the rest of the Kukurikapu?
He is the bodyguard. He plants himself beside the casters (Gunta, Shem), uses Flowing Guard to blunt attacks aimed at them, and Redirects reckless foes prone, complementing Vincent's offense with pure defense.
Is Alfred a solo fighter?
No. With no legendary actions he is a protector; run him guarding the warband's vulnerable members.
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.
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