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

Sticko

The Bobbits

buckler-and-hatchet scout of the road-folk

CR2
AC14
HP38
TypeSmall humanoid (halfling)

Sticko — The Encounter

buckler-and-hatchet scout of the road-folk · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Sticko

Sticko walks point for the Bobbits, the eyes of the wandering band on every strange road. His little buckler turns aside the blows his speed cannot dodge, and his hatchet does quiet work when scouting turns to fighting. The road-folk trust him to read a trail, spot an ambush, and slip back to the wagons with a warning before the trap closes. In a fight he plays the skirmisher, ducking in to chip a flank and stepping clear with Disengaging Step before anything can hold him. Sticko keeps the band's maps in his head, every ford and bandit-haunt from a dozen seasons of roaming, and he is fond of saying that the smartest Bobbit is the one who saw the danger first.

Run Sticko in Sixty Seconds

Sticko

Small humanoid (halfling), neutral good

CR 2 · 450 XP · GUIDELINE
AC 14 (buckler, light gear) HP 38 (7d6+14) Speed 30 ft.
STR13+1
DEX16+3
CON14+2
INT10+0
WIS13+1
CHA10+0
SavesDex +5
SkillsStealth +5, Perception +3, Survival +3
Sensesdarkvision 60 ft., passive Perception 13
LanguagesCommon, Halfling

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

Buckler Parry. The first melee attack that hits Sticko each round deals only half damage as he turns it on his buckler.

Actions

Multiattack. Sticko makes two Hand Axe attacks.

Hand Axe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) slashing damage.

Bonus Actions & Reactions

Disengaging Step (Bonus Action). Sticko takes the Disengage action, slipping away without provoking opportunity attacks.

Light on his feet behind a battered buckler, he scouts the road ahead and harries whatever follows.

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
AC14HP38 To-hit+4Save DC13

Use Sticko to scout and screen; in the fight he chips a flank and Disengages before he is surrounded. Open by flagging the ambush so the warband forms up early.

Tier 2Levels 5-10 · GUIDELINE
AC16HP108 To-hit+6Save DC14

Run him as the band's eyes and light skirmisher, never the anchor. He darts in beside a heavier Bobbit and steps out the moment he is threatened.

Tier 3Levels 11-15 · GUIDELINE
AC18HP180 To-hit+8Save DC16

In a full Bobbit pack he is the scout and harasser, not a solo. Let him pick at flanks while the shield-line holds the wagons.

Put Sticko 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 Sticko?

Sticko is CR 2 at his native Tier 1 (AC 14, 38 HP). Scale to AC 16/108 HP for Tier 2 or AC 18/180 HP for Tier 3.

How does Sticko fight alongside the rest of the Bobbits?

He scouts ahead and skirmishes the flanks, warning the warband of ambushes and harrying foes while the shield Bobbits hold the line.

Is Sticko a solo boss?

No. He is a fragile scout-skirmisher who relies on the warband's line to fall back behind.

Tell Us How It Ran

Played Sticko 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.