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

Waldo

The Bobbits

steady-handed axeman of the wandering folk

CR2
AC14
HP44
TypeSmall humanoid (halfling)

Waldo — The Encounter

steady-handed axeman of the wandering folk · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Waldo

Waldo drills the Bobbits in the one skill the road-folk most need: holding a line when something large is coming for the wagons. His long-hafted broadaxe gives the small warrior reach he would otherwise never own, and he uses it like a fence-rail, keeping the band's enemies a full pace farther away than they would like. Calm where Kopiko is wild, Waldo counts the steps of a charge aloud so the younger Bobbits learn the rhythm of Set for the Charge. He claims no glory and wants none; a good day, he says, is one where the wagons roll on and every little folk who woke that morning is still walking at dusk.

Run Waldo in Sixty Seconds

Waldo

Small humanoid (halfling), lawful good

CR 2 · 450 XP · GUIDELINE
AC 14 (chain shirt) HP 44 (8d6+16) Speed 25 ft.
STR15+2
DEX13+1
CON15+2
INT10+0
WIS13+1
CHA10+0
SavesCon +4
SkillsAthletics +4, Perception +3
Sensesdarkvision 60 ft., passive Perception 13
LanguagesCommon, Halfling

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

Set for the Charge. On his turn Waldo can ready his long axe; the first creature to move within reach before his next turn provokes a free Broadaxe attack from him.

Actions

Multiattack. Waldo makes two Broadaxe attacks.

Broadaxe. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d10+2) slashing damage.

He holds the long axe level and waits, picking the moment a charging foe steps onto the blade.

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
AC14HP44 To-hit+4Save DC13

Stand Waldo at the front with his axe set; his 10-ft. reach and free attack punish the first foe that charges the wagons. Keep him shoulder-to-shoulder with Ringo's shield.

Tier 2Levels 5-10 · GUIDELINE
AC16HP115 To-hit+6Save DC14

Use him to extend the warband's threat zone. He readies every round so chargers eat a free hit before they reach softer Bobbits behind him.

Tier 3Levels 11-15 · GUIDELINE
AC18HP195 To-hit+8Save DC16

In a full Bobbit line he is the reach-anchor, not a solo. Position so his free attacks soften foes for Kopiko, Presto, and Fronto to finish.

Put Waldo 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 Waldo?

Waldo is CR 2 at his native Tier 1 (AC 14, 44 HP). Scale to AC 16/115 HP for Tier 2 or AC 18/195 HP for Tier 3.

How does Waldo fight alongside the rest of the Bobbits?

His 10-ft. reach and Set for the Charge let him guard the warband's front, softening chargers before the striker Bobbits finish them.

Should Waldo ever fight solo?

No. His value is reach and zone control inside a Bobbit line; alone he is just a slow, sturdy skirmisher.

Tell Us How It Ran

Played Waldo 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.