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

Tonto

The Bobbits

twin-hatchet whirlwind of the road-folk

CR2
AC14
HP40
TypeSmall humanoid (halfling)

Tonto — The Encounter

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

Who Is Tonto

Tonto runs the flanks for the Bobbits, the fastest blade in the wandering band. Where the shield-bearers hold the wagons, he slips wide, hurling hatchets into the press and darting away before any foe can answer. The road-folk count on him to break up archers and pick off stragglers that would otherwise circle the train. He carries a dozen small axes on his belt and treats them as half spent the moment they leave his hand, trusting his speed to recover them after. Tonto says a Bobbit's greatest weapon is being underestimated, and he spends every fight proving it, painting his arms with a fresh road-mark for each band he has helped scatter.

Run Tonto in Sixty Seconds

Tonto

Small humanoid (halfling), chaotic good

CR 2 · 450 XP · GUIDELINE
AC 14 (unarmored defense (Dex+Con)) HP 40 (9d6+9) Speed 35 ft.
STR14+2
DEX16+3
CON13+1
INT10+0
WIS12+1
CHA11+0
SavesDex +5
SkillsAcrobatics +5, Athletics +4
Sensesdarkvision 60 ft., passive Perception 11
LanguagesCommon, Halfling

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

Nimble Skirmisher. Tonto does not provoke opportunity attacks when he moves out of an enemy's reach.

Actions

Multiattack. Tonto makes two Hatchet attacks (melee or thrown).

Hatchet. 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

Quick Throw (Bonus Action). Tonto hurls a hatchet at a creature within 60 ft.: +5 to hit, 6 (1d6+3) slashing damage on a hit.

Tattooed and grinning, he flings hatchets with both hands and is gone before the bodies fall.

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
AC14HP40 To-hit+4Save DC13

Run Tonto on the flank, never in the shield-line. Open with Quick Throw plus two hatchets to soften ranged foes, then dance away using Nimble Skirmisher so nothing pins him.

Tier 2Levels 5-10 · GUIDELINE
AC16HP110 To-hit+6Save DC14

Use him as the warband's harasser, peeling off enemy archers and skirmishers that threaten the wagons. He always has a Bobbit ally to retreat toward.

Tier 3Levels 11-15 · GUIDELINE
AC18HP185 To-hit+8Save DC16

In a full Bobbit pack he is the wide-ranging thrower, not a solo. Let him kite while the line holds, throwing into whatever the shield-bearers have stalled.

Put Tonto 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 Tonto?

Tonto is CR 2 at his native Tier 1 (AC 14, 40 HP). Scale to AC 16/110 HP for Tier 2 or AC 18/185 HP for Tier 3.

How does Tonto fight alongside the rest of the Bobbits?

He runs the flanks as a hit-and-run thrower, killing enemy archers and skirmishers while the shield Bobbits hold the wagons.

Is Tonto a solo boss?

No. He is a fragile harasser who depends on the warband's line to retreat behind.

Tell Us How It Ran

Played Tonto 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.