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Kemeroo — Thorjacks token & 5e stat block by Clay Cyanide

Kemeroo

Thorjacks

leaping maul-berserker who breaks the Thorjacks' foes

CR6
AC15
HP126
TypeMedium humanoid (human)

Kemeroo — The Encounter

leaping maul-berserker who breaks the Thorjacks' foes · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Kemeroo

Not every Thorjack fights from behind a shield; Kemeroo wears his on his back and forgets it is there. The lowland grimoires mark him as the warband's frenzy, the one who leaps the shield-line entirely to land his maul amid the enemy's ranks. The thunder bound in the maul-head answers his fury, and the harder he is pressed the faster and wilder he swings. The veterans tolerate his recklessness because it works: while the steady line fixes the foe, Kemeroo crashes down where they least expect, scattering a formation from within. He is no lone champion, though, for a berserker without a line behind him is quickly surrounded. He needs the warband at his back to leap from; alone, he simply burns out.

Run Kemeroo in Sixty Seconds

Kemeroo

Medium humanoid (human), chaotic neutral

CR 6 · 2,300 XP · GUIDELINE
AC 15 (half plate, shield slung on back) HP 126 (12d8+72) Speed 35 ft.
STR19+4
DEX14+2
CON18+4
INT9-1
WIS11+0
CHA10+0
SavesStr +7, Con +7
SkillsAthletics +7, Intimidation +3
Resistthunder
Sensespassive Perception 10
LanguagesCommon, Giant

Leaping Smash. If Kemeroo moves at least 15 ft. toward a target and hits it with his maul on the same turn, the target takes an extra 9 (2d8) thunder damage and is knocked prone on a failed DC 15 Strength save.

Storm-Frenzy. While Kemeroo is below half his hit points, he makes maul attacks with advantage and his speed increases by 10 ft.

Actions

Multiattack. Kemeroo makes two maul attacks.

Storm-Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+4) bludgeoning damage plus 3 (1d6) thunder damage.

Bonus Actions & Reactions

Reckless Leap (Bonus Action). Kemeroo can jump up to 20 ft. toward an enemy he can see, setting up Leaping Smash.

A snarling warrior springs from a crouch, blocky storm-maul whipping overhead, his round shield slung uselessly on his back.

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 · GUIDELINE
AC13HP51 (6d8+24) To-hit+4Save DC12

Use Reckless Leap then Leaping Smash to crash onto a back-rank target and knock it prone. Time his frenzy for when he is already bloodied, then let the steady Thorjacks pin foes while he batters them. Leap from behind the line, not alone into the open.

Tier 2Levels 5-10 · NATIVE
AC15HP126 (12d8+72) To-hit+7Save DC15

Open with Reckless Leap into a caster or archer, landing Leaping Smash for the thunder burst and prone. Once bloodied, Storm-Frenzy gives advantage and extra speed, so let him rampage while the shield-line keeps enemies fixed. He leaps from the warband; he never starts the fight alone.

Tier 3Levels 11-15 · GUIDELINE
AC17HP204 (24d8+96) To-hit+9Save DC17

Run him as the warband's frenzy: the line fixes the enemy, then Kemeroo vaults the wall to smash the soft rear, growing faster and deadlier as he drops below half. He fights as part of the pack, leaping from allied lines; left alone he is swarmed before the frenzy pays off.

Put Kemeroo 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 Kemeroo?

Kemeroo is CR 6 (2,300 XP) at his native Tier 2, a leaping berserker rather than a solo boss. Scale to AC 13 / +4 for Tier 1 or AC 17 / +9 for Tier 3.

How does Kemeroo fight alongside the rest of the Thorjacks?

He is the warband's frenzy. While the shield-line fixes the enemy in place, Kemeroo leaps over or past it to crash his maul into the soft back rank, knocking casters prone and growing wilder as he takes hits. He needs the line to leap from.

Why not run Kemeroo solo as a damage threat?

His shield is on his back and his frenzy rewards being bloodied, so alone he is fragile and quickly surrounded. He only pays off when the rest of the Thorjacks hold the enemy while he rampages.

Tell Us How It Ran

Played Kemeroo 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.