Frey
broad-skulled hammerhead harpooner who drags catches off their feet
Frey — The Encounter
broad-skulled hammerhead harpooner who drags catches off their feet · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Frey
Frey is the reef-corsairs' harpooner, a broad-skulled hammerhead whose flat head sweeps the water for the twitch of a fleeing heartbeat. He casts a chained harpoon the way a whaler once did, except his quarry walks on two legs. A hooked sailor cannot run far and cannot run fast, and a sharp yank of the line puts them flat on the deck where the swarm finishes the work. Frey works in tandem with Myke the anchor-hauler, the two of them stringing the party like fish on a line. Inchan prizes them both, for a warband that controls where its prey can stand has already won the boarding.
Run Frey in Sixty Seconds
- Throw the line then Tethered Harpoon hooks and chains a fleeing target.
- Yank them down then the bonus-action pull drops a hooked foe prone.
- No escape then Harpoon Line halves speed and caps range at 20 feet.
- Smell blood then Blood Frenzy gives advantage on the wounded.
- String the prey then pair with Myke to pin two PCs for the pack.
Frey
Medium monstrosity (shapechanger), chaotic evil
CR 6 · 2,300 XP · GUIDELINEBlood Frenzy. Frey has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Harpoon Line. When Frey hits with his Tethered Harpoon, the target is hooked. While hooked (escape DC 14), the target's speed is halved and it can't move farther than 20 feet from Frey. As a bonus action, Frey can yank the line, forcing a hooked creature to make a DC 14 Strength save or be pulled 10 feet toward him and knocked prone.
Amphibious. Frey can breathe air and water.
Actions
Multiattack. Frey makes one Tethered Harpoon attack and one Bite attack.
Tethered Harpoon. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 17 (3d8 + 4) piercing damage, and the target is hooked (see Harpoon Line).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) piercing damage.
Frey hurls a chained harpoon across the deck, hooks his catch through the shoulder, and yanks them off their feet into the waiting jaws of the pack.
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.
Harpoon a fleeing or ranged PC to tether them, then yank the line to drop them prone for the pack. Bite while they're down. Always sets up the swarm, never duels solo.
Hook the backline caster so they can't kite, then yank them prone and Bite with Blood Frenzy. Coordinate with Myke to string two targets at once. He controls the battlefield while the bruisers feed.
Fight as the warband's tether: hook and floor the most mobile threat, deny their escape, and let the pack collapse on the pinned prey. Re-hook anyone who slips the line. Relies on allies, never solo.
Put Frey 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 Frey?
He is a CR 6 (2,300 XP) Tier 2 elite at his native numbers, with Tier 1 (~CR 2) and Tier 3 (~CR 11) lines included for scaling.
How does Frey fight alongside the rest of the Pirate Sharks?
He is the warband's tether. Frey harpoons mobile threats, halves their speed, and yanks them prone so the bruisers can pile on. He pairs especially well with Myke's anchor to lock down two targets, and he depends on the pack to finish what he pins.
Can a hooked creature get free?
Yes, escape DC 14. Until then its speed is halved, it can't move more than 20 feet from Frey, and a yank can knock it prone.
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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