Jorenn Gall
horned shield-duelist of the frost-bound dead host
Jorenn Gall — The Encounter
horned shield-duelist of the frost-bound dead host · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Jorenn Gall
Jorenn Gall fell shield-first and rose the same way, the only White Runner who still fights from behind a guard. He sets the front the swift dead surge past, his round shield warding the fragile runners beside him while his curved sword and shield-rim work in tandem to put the living on their backs. The host treats him as the hinge of the flight: solid enough to hold, fast enough to keep pace, generous enough to lend his guard to whoever runs at his shoulder. Those who broke against the frost-host remember the horned silhouette that simply would not be moved, and the cold edge of a shield-rim cracking down to lay them in the snow for the dead behind it.
Run Jorenn Gall in Sixty Seconds
- Kill priority then put Jorenn Gall in front, with a fragile runner inside his +1 AC aura.
- Open with Shield Bash then a DC 14 save or prone sets up the pack.
- Eat the spike then Shield Block a likely critical or big hit to turn it into a miss.
- When bloodied then hold the line and keep warding allies, never breaking off to duel solo.
Jorenn Gall
Medium undead, lawful evil
CR 6 · 2,300 XP · GUIDELINEShield Vanguard. Jorenn Gall has +2 AC (included above) while he holds his shield. While he is within 5 feet of an ally, that ally also gains a +1 bonus to AC.
Pack Hunter. Jorenn Gall has advantage on attack rolls against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. Jorenn Gall makes two attacks: one with his Curved Sword and one with his Shield Bash.
Curved Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) bludgeoning damage, and a Medium or smaller target must succeed on a DC 14 Strength save or be knocked prone.
Bonus Actions & Reactions
Shield Block (Reaction). When Jorenn Gall is hit by an attack, he can add 3 to his AC against that attack, potentially causing it to miss.
A horned dead man advances behind a battered round shield, saber low, knocking the living flat for the pack.
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.
Run Jorenn Gall at the front, lending +1 AC to a runner beside him. Shield Bash to knock foes prone for the pack, and Shield Block the worst incoming hit. He holds and sets up, never duels alone.
Anchor the flight's leading edge: keep a fragile runner adjacent for the AC aura, Shield Bash priority foes prone, and let Pack Hunter and the prone state stack for the pack. Use Shield Block on a likely crit. When bloodied, hold formation rather than chasing.
In a full warband, Jorenn Gall is the durable hinge: ward the casters and skirmishers in his aura, knock down priority targets, and absorb the spike hits with Shield Block. He fights as the flight's shield, never a lone champion.
Put Jorenn Gall 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 Jorenn Gall?
Jorenn Gall is CR 6 at his native Tier 2 (about 2,300 XP). Use the tier table for roughly CR 2 at Tier 1 or about CR 11 at Tier 3; his shield traits stay identical and only the numbers move.
How does Jorenn Gall fight alongside the rest of the White Runners?
He is the durable hinge of the flight, lending AC to adjacent runners, knocking foes prone with his shield for the pack, and blocking spike hits. He sets up kills and shields the fragile, working hand-in-glove with leapers and finishers.
Is Jorenn Gall a boss?
No. He is a defensive-skirmisher elite, not solo_capable. His value is in protecting and enabling a warband; alone he is merely a sturdy duelist with little reach or pressure.
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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