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

Megido

Kukurikapu, the monastery of Turtle-folk

cloak-and-whip hooker of the shell-monastery

CR5
AC15
HP100
TypeMedium humanoid (turtle-folk)

Megido — The Encounter

cloak-and-whip hooker of the shell-monastery · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Megido

Megido fights at the longest reach of any monk, his whip cracking out from under a great rolling cloak that hides where the next strike will come from. He is the warband's hook, yanking a shield-bearer out of formation or dragging a fleeing target back into Vincent's reach. He works in tandem with Eugene: Megido pulls, Eugene leaps, and the gap they open swallows whatever stood there. He never holds ground; he circles, snaps, and veils away behind his cloak before a counter can land.

Run Megido in Sixty Seconds

Megido

Medium humanoid (turtle-folk), lawful neutral

CR 5 · 1,800 XP · GUIDELINE
AC 15 (Dex + cloak) HP 100 (15d8+33) Speed 35 ft.
STR14+2
DEX18+4
CON15+2
INT11+0
WIS14+2
CHA12+1
SavesDex +7, Wis +5
SkillsAcrobatics +7, Stealth +7
Sensespassive Perception 12
LanguagesCommon, Primordial

Long Reach. Megido's whip has reach 15 ft. on its attacks.

Hooking Pull. Once per turn when Megido hits a Large or smaller creature with the whip, he may pull it up to 10 ft. toward him.

Actions

Multiattack. Megido makes two whip attacks.

Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8+4) slashing damage.

Bonus Actions & Reactions

Cloak Veil. As a bonus action, Megido billows his cloak and takes the Disengage action.

A snap of cloak and a crack of whip, and the enemy's anchor is suddenly out of line.

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
AC13HP42 To-hit+5Save DC13

At T1 Megido is a controller: whip a foe out of line at 15 ft., pull it into your monks, then Cloak Veil away. Keep him mobile.

Tier 2Levels 5-10 · GUIDELINE
AC15HP100 To-hit+7Save DC14

At T2 (native) he hooks shield-bearers and runners out of formation for Vincent and Eugene, then disengages under his cloak each turn.

Tier 3Levels 11-15 · GUIDELINE
AC17HP176 To-hit+9Save DC16

At T3 he is the pull-engine of a full flight, dragging priority targets into the pack's reach; he skirmishes, never stands and trades alone.

Put Megido 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 Megido?

His native tier is 2, about CR 5 (1,800 XP); scale with the T1/T3 columns.

How does Megido fight alongside the rest of the Kukurikapu?

He is the puller. His 15-ft. whip hooks shield-bearers and runners out of line and drags them into Vincent's slams and Eugene's leaps, then he veils away under his cloak before any counter lands.

Can Megido fight alone?

No. With no legendary kit he is a control skirmisher; he works through the warband, setting up the heavier monks.

Tell Us How It Ran

Played Megido 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.