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

Japeth

Kukurikapu, the monastery of Turtle-folk

axe-and-club sentinel of the shell-monastery

CR6
AC17
HP130
TypeMedium humanoid (turtle-folk)

Japeth — The Encounter

axe-and-club sentinel of the shell-monastery · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Japeth

Japeth wears the heaviest shell-plate the monastery forges and carries an axe for cutting and a club for breaking shields. Where the unarmed monks flow, he simply does not move, planted at the warband's strongest point with Ham at his side. The two of them form the anvil the lighter monks drive enemies against; nothing charms or frightens Japeth off his mark, and he has stood over fallen comrades until the line re-formed around him. He fights as a sentinel, never wandering from the formation he was set to hold.

Run Japeth in Sixty Seconds

Japeth

Medium humanoid (turtle-folk), lawful neutral

CR 6 · 2,300 XP · GUIDELINE
AC 17 (shell plate + harness) HP 130 (16d8+58) Speed 30 ft.
STR18+4
DEX13+1
CON18+4
INT10+0
WIS14+2
CHA10+0
SavesStr +7, Con +7
SkillsAthletics +7
Sensespassive Perception 12
LanguagesCommon, Primordial

Two-Weapon Veteran. Japeth fights with axe and club; see Multiattack. His shell plate gives him AC 17.

Guardian's Resolve. Japeth has advantage on saving throws against being frightened or charmed, and on death saving throws.

Actions

Multiattack. Japeth makes one axe attack and one club attack.

War Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target must succeed on a DC 15 Strength save or be pushed 5 ft.

A walking bastion in shell plate, axe in one hand and club in the other.

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
AC14HP52 To-hit+5Save DC13

At T1 Japeth is an anvil: plant him at the key point, axe-and-club whatever comes, and shove shield-walls open. Pair him with Ham.

Tier 2Levels 5-10 · GUIDELINE
AC17HP130 To-hit+7Save DC15

At T2 (native) he and Ham hold the warband's strongest point, breaking shields with the club so the flankers can punish; immovable and unshakable.

Tier 3Levels 11-15 · GUIDELINE
AC18HP205 To-hit+9Save DC17

At T3 he is a sentinel in a full flight, anchoring the formation the pack fights around; he holds the line, he never charges out alone.

Put Japeth 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 Japeth?

His native tier is 2, about CR 6 (2,300 XP); rescale with the T1/T3 columns.

How does Japeth fight alongside the rest of the Kukurikapu?

He is a heavy sentinel. He and Ham anchor the warband's strongest point as an anvil, his club breaking shield-walls so the flankers (Eugene, Megido) can punish; he never leaves his assigned mark.

Is Japeth a solo boss?

No. With no legendary actions he is line-holding muscle; pair him with Ham and the rest of the warband.

Tell Us How It Ran

Played Japeth 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.