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Kopiko — The Bobbits token & 5e stat block by Clay Cyanide

Kopiko

The Bobbits

roaring axe-berserker of the road-folk

CR2
AC13
HP52
TypeSmall humanoid (halfling)

Kopiko — The Encounter

roaring axe-berserker of the road-folk · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Kopiko

Kopiko is the loudest of the Bobbits and, by his own reckoning, the bravest. When the road-folk are cornered he is first over the wagon-board, axe up and lungs open, buying the others the heartbeat they need to form ranks. The band loves him and worries over him in equal measure, for Reckless Swing leaves him as open as it leaves his foes. He keeps no armor, claiming it slows a small fellow who must hit before he is hit. The other Bobbits long ago agreed to let Kopiko draw the eye while shield-bearers close the gaps he leaves behind, and the arrangement has kept the little band alive across a hundred hostile leagues.

Run Kopiko in Sixty Seconds

Kopiko

Small humanoid (halfling), chaotic good

CR 2 · 450 XP · GUIDELINE
AC 13 (unarmored, reckless) HP 52 (8d6+24) Speed 30 ft.
STR16+3
DEX14+2
CON16+3
INT9-1
WIS10+0
CHA11+0
SavesStr +5, Con +5
SkillsAthletics +5, Intimidation +2
Sensesdarkvision 60 ft., passive Perception 10
LanguagesCommon, Halfling

Brave. Kopiko has advantage on saving throws against being frightened.

Reckless Swing. On his turn Kopiko can attack with advantage on melee attacks; attack rolls against him also have advantage until his next turn.

Actions

Multiattack. Kopiko makes two Greataxe attacks.

Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (1d12+3) slashing damage.

He fights with his whole heart and none of his caution, the greataxe always a half-beat ahead of his footing.

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 · NATIVE
AC13HP52 To-hit+4Save DC13

Send Kopiko in second, right after Ringo's shield-wall sets; he trades defense for damage with Reckless Swing and deletes one threat fast. Pair him so a shield Bobbit covers his exposed flank.

Tier 2Levels 5-10 · GUIDELINE
AC15HP130 To-hit+6Save DC14

Use him as the warband's spike of damage, never the anchor. He swings recklessly only when an ally can screen him; otherwise he strikes normally and stays behind the line.

Tier 3Levels 11-15 · GUIDELINE
AC17HP210 To-hit+8Save DC16

In a full Bobbit pack he is the finisher, not a solo. Let tougher kin tank while Kopiko hunts the wounded; pull him out the instant he is bloodied.

Put Kopiko 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 Kopiko?

Kopiko is CR 2 at his native Tier 1 (AC 13, 52 HP). Bump to AC 15/130 HP for Tier 2 or AC 17/210 HP for Tier 3.

How does Kopiko fight alongside the rest of the Bobbits?

He is the warband's glass-cannon striker, charging in after the shield Bobbits set the line and using Reckless Swing to delete a key foe.

Can Kopiko fight alone?

Not well. Reckless Swing makes him fragile, so he relies on the rest of the Bobbits to screen and finish for him.

Tell Us How It Ran

Played Kopiko 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.