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Alfred — Kukurikapu, the monastery of Turtle-folk token & 5e stat block by Clay Cyanide

Alfred

Kukurikapu, the monastery of Turtle-folk

iron-guard hand-monk of the shell-monastery

CR5
AC16
HP114
TypeMedium humanoid (turtle-folk)

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

Alfred

Medium humanoid (turtle-folk), lawful neutral

CR 5 · 1,800 XP · GUIDELINE
AC 16 (Wisdom guard) HP 114 (17d8+38) Speed 40 ft.
STR16+3
DEX17+3
CON15+2
INT10+0
WIS17+3
CHA11+0
SavesDex +6, Wis +6
SkillsAcrobatics +6, Insight +6
Sensespassive Perception 13
LanguagesCommon, Primordial

Flowing 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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP48 To-hit+5Save DC13

At T1 Alfred is a bodyguard: park him beside your softest monk, use Flowing Guard to spoil incoming hits, and Redirect anyone who whiffs.

Tier 2Levels 5-10 · GUIDELINE
AC16HP114 To-hit+6Save DC14

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.

Tier 3Levels 11-15 · GUIDELINE
AC18HP188 To-hit+8Save DC16

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

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

Played Alfred 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.