Incubo
many-horned tank-brute of the Sons of Nightmare
Incubo — The Encounter
many-horned tank-brute of the Sons of Nightmare · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Incubo
Incubo is the heavy hand of the Sons of Nightmare, the many-horned brute the flock sends to break whatever the others cannot move. Its name belongs to the old terror that settles its full weight on a sleeper until they cannot rise, and the sculpt keeps that menace: a crowned mass of horns, arms long enough to drag prey off its feet, and a maw made for finishing. In the warband it is the grappler and the wall both, seizing the strongest defender so the lighter kin can swarm the rest. Where it roars, courage fails; where it grips, the grave follows. Survivors describe the weight of it long after the cold has gone.
Run Incubo in Sixty Seconds
- Both claws mean a grapple then Crushing Grip locks the target (escape DC 16) and crushes for 9 each turn.
- Maw finishes the grabbed then a held victim eats 14 piercing and 7 necrotic on top of the squeeze.
- Terrifying Roar (recharge 5-6) then a DC 14 Wis save or frightened to soften your whole front.
- 10-ft. reach then it grabs back-rankers who thought they were safe.
- Free the captive fast then break the grip or it removes your tank from the fight.
Incubo
Large fiend (nightmare), chaotic evil
CR 7 · 2,900 XP · GUIDELINECrushing Grip. When Incubo hits one creature with both claws in a turn, it grapples that creature (escape DC 16). While grappled this way the target takes 9 (2d8) bludgeoning damage at the start of each of Incubo's turns (signature).
Nightmare-Born. Incubo is immune to being frightened and to magic that would put it to sleep.
Actions
Multiattack. Incubo makes two Claw attacks. If both hit one creature it may use Crushing Grip.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) slashing damage.
Fanged Maw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature grappled by Incubo. Hit: 14 (2d8+5) piercing damage plus 7 (2d6) necrotic damage.
Bonus Actions & Reactions
Terrifying Roar (Bonus Action, Recharge 5-6). Each creature within 15 feet that can hear Incubo must succeed on a DC 14 Wisdom save or be frightened until the end of its next turn.
A slab of horn and muscle taller than a doorframe, it seizes a victim in both claws and folds them toward its teeth.
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.
Grab the toughest hero with both claws and drag them away from their healer. Roar to scatter the rest. Hold your captive for the flock to pile onto; do not wander off alone.
Open with Terrifying Roar, then claw-claw to set Crushing Grip on the front-liner and bite them with the maw each turn. Keep them locked while Cauchemar and Ankth carve the freed flank. Anchor for the warband, never solo.
Roar the party off balance, grip the most dangerous hero, and crush-and-bite them out of the fight. Be the Sons' wall and prison; let the flock collapse on whoever you have pinned rather than chasing alone.
Put Incubo 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 Incubo?
Incubo is CR 7 (2,900 XP) at its native Tier 2, with Tier 1 and Tier 3 statlines provided for scaling.
How does Incubo fight alongside the rest of the Sons of Nightmare?
It is the warband's grappler-tank: it roars, seizes the toughest defender, and crushes them in place while flankers and rakers like Ankth and Cauchemar tear into the now-exposed party.
Is Incubo a boss I can run solo?
No. Despite its size it has no legendary kit; it works as the flock's wall and prison, pinning one hero for the rest of the Sons to swarm.
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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