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

Vincent

Kukurikapu, the monastery of Turtle-folk

open-palm bruiser of the shell-monastery

CR6
AC16
HP136
TypeMedium humanoid (turtle-folk)

Vincent — The Encounter

open-palm bruiser of the shell-monastery · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Vincent

Where Maester Gunta is the monastery's patience, Vincent is its weight. He took no weapon vows because, as he says, his hands were already heavy enough; sparring partners call him the Closing Door for how he steps in and ends a duel. In the warband he is the breaker, wading into shieldwalls so the lighter monks can dart through the gap he opens, and pulling into his shell when the spears turn on him. He fights shoulder to shoulder with Alfred's guard and Dennis's staff, trusting the abbot's chime to tell him when to surge and when to turtle.

Run Vincent in Sixty Seconds

Vincent

Medium humanoid (turtle-folk), lawful neutral

CR 6 · 2,300 XP · GUIDELINE
AC 16 (natural shell) HP 136 (16d8+64) Speed 30 ft.
STR19+4
DEX14+2
CON18+4
INT9-1
WIS14+2
CHA10+0
SavesStr +7, Con +7
SkillsAthletics +7
Sensespassive Perception 12
LanguagesCommon, Primordial

Shelled Guard. Vincent can pull into his shell as part of his move; until his next turn he has +3 AC but speed 0.

Heavy Hands. Vincent's unarmed strikes count as magical for overcoming resistance and deal damage as shown below.

Actions

Multiattack. Vincent makes two slam attacks. If both hit one creature, that creature must succeed on a DC 15 Strength save or be knocked prone.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+4) bludgeoning damage.

A wall of muscle and shell who strikes with open palms hard enough to fold a shield.

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
AC14HP55 To-hit+5Save DC13

At T1 Vincent is the warband's battering ram: send him at the enemy's shields, knock a foe prone, and let the monks pour through. Shell up when focused.

Tier 2Levels 5-10 · GUIDELINE
AC16HP136 To-hit+7Save DC15

At T2 (native) he breaks the line beside Alfred while Gunta rings the rebuke; double-slam a key target prone, then Shelled Guard if spears converge.

Tier 3Levels 11-15 · GUIDELINE
AC18HP210 To-hit+9Save DC17

At T3 he anchors the charge of a full monk flight, opening gaps for the pack; he never brawls solo, he brawls so the others can flank.

Put Vincent 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 Vincent?

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

How does Vincent fight alongside the rest of the Kukurikapu?

He is the front-line breaker. He smashes into shieldwalls and knocks anchors prone so the agile monks (Eugene, Megido, Kimby) can flank and finish, then shells up when the enemy turns its spears on him.

Can Vincent solo a fight?

No. He has no legendary kit; he is muscle for the warband and should fight beside at least a few other monks.

Tell Us How It Ran

Played Vincent 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.