Myke
scarred were-shark grappler who hauls prey in on an anchor-chain
Myke — The Encounter
scarred were-shark grappler who hauls prey in on an anchor-chain · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Myke
Every reef-corsair crew needs a hauler, and Myke is Inchan's. Scarred from snout to tail by harpoons that never put him down, he fights with a ship's anchor lashed to a chain, throwing the barbed iron across a deck to snag whoever tries to flee. Once hooked, a victim is dragged across the planks into the press of teeth, where the rest of the warband finishes the work. Myke speaks little and counts his kills by the notches gouged into the anchor's fluke. He does not chase, he reels, and the sharks behind him have learned to wait for the catch he throws their way.
Run Myke in Sixty Seconds
- Reach out and hook then Anchor-Hook grapples and restrains at 15 feet.
- Reel it in then drag the catch 15 feet toward the pack each turn.
- Bite the snared then attacks on the grappled target have advantage.
- Smell blood then Blood Frenzy stacks more advantage on the hurt.
- Feed the warband then haul prey into your allies' reach, don't chase.
Myke
Medium monstrosity (shapechanger), chaotic evil
CR 6 · 2,300 XP · GUIDELINEBlood Frenzy. Myke has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Anchor-Hauler. A creature grappled by Myke's anchor-hook is also restrained. At the start of each of Myke's turns, he can drag a creature grappled this way up to 15 feet toward him (no action required).
Amphibious. Myke can breathe air and water.
Actions
Multiattack. Myke makes one Anchor-Hook attack and one Bite attack.
Anchor-Hook. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 4) piercing damage, and if the target is Large or smaller it is grappled (escape DC 15).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage, with advantage if the target is grappled by Myke.
Myke whirls a barbed anchor on a length of chain, hooks a sailor by the leg, and reels the screaming meal straight into his jaws.
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.
Hook a fleeing or ranged PC with the Anchor-Hook, then drag them 15 feet into the warband each turn. Bite with advantage while they're restrained. Always sets up kills for the pack, never duels alone.
Open by hooking the squishiest backliner and reeling them into reach of the other sharks. Keep dragging so they can't escape, then Bite with Blood Frenzy advantage. He is the warband's anchor, pinning prey for the bruisers.
Fight as the warband's snare: hook and drag a key target into the swarm, restrain them, and let the pack pile on. Re-hook anyone who breaks free. He needs allies to capitalize, so never run him solo.
Put Myke 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 Myke?
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 to rescale him.
How does Myke fight alongside the rest of the Pirate Sharks?
He is the warband's controller. Myke hooks and reels isolated or fleeing foes into the press of sharks, restraining them so the bruisers and Captain Inchan can finish the kill. He is built to set up the pack, not to brawl alone.
Can a hooked creature escape Myke's anchor?
Yes, the grapple uses escape DC 15 (Athletics or Acrobatics). Until they break free they're restrained and Myke drags them 15 feet toward him each turn.
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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