Sticko
buckler-and-hatchet scout of the road-folk
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
- Scout first then use Sticko's senses to spot the threat before it reaches the wagons.
- Open by warning then let the warband set its line on his call.
- Chip and slip then strike a flank and use Disengaging Step to leave safely.
- When bloodied then retreat to the line and throw hatchets from cover.
Sticko
Small humanoid (halfling), neutral good
CR 2 · 450 XP · GUIDELINEBrave. 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.
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.
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.
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
- 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 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
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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