Galamond
Galamond — The Encounter
Horned hellbrute of the castle's outer dark · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Galamond
When the castle on the black hill drew its old powers up out of the earth, the awakening tore a rift in the lowest cellars, and Galamond shouldered through it. He is a fiend of the goring sort: broad as a doorway, horns coiled like a ram's, his hide grown over with bone the same grey as the crypt walls. The lesser dead of the place give him wide berth, for he kills out of appetite rather than orders, and a thing that hungers cannot be bargained with as a servant can. The crystalline fangs that rise through his footing are said to be the petrified screams of those he has run down; he plants himself among them like a butcher in his shop. He answers, loosely, to the castle's master, but only so long as the slaughter flows toward him. Cut off his prey and he will turn on whatever stands nearest, ally or not.
Run Galamond in Sixty Seconds
- Charge first. If Galamond can move 20+ ft. straight at a target, his club deals +2d8 and knocks them prone on a failed DC 15 Str save — always open this way against the squishiest enemy you can reach.
- Kill-priority: the healer. Use Hooked Blade to grapple (escape DC 15) and drag a back-line caster away from the party, then pin them prone and beat them down.
- When bloodied, go Reckless. Flip on Reckless for advantage on every swing to race the clock — accept that attacks against him gain advantage too; he's trading defense for a fast kill.
- Bank his reaction. Vengeful Lunge (once per short rest) gives a free Hooked Blade swing at whoever hits him — save it for the heaviest striker, not the first poke.
- Three ways to run him: as a pack-leader brute among undead/night creatures, as Vorrath's master in a 2-fiend duo, or as a flagship boss's enforcer guarding the lair. Never as a lone solo — a 4-PC party out-acts him.
Galamond
Large fiend (demon), chaotic evil
CR 6 · 2,300 XP · GUIDELINEGoring Charge. If Galamond moves at least 20 feet straight toward a target and then hits it with a club attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked prone. His coiled horns are a battering ram in their own right.
Reckless. At the start of its turn, Galamond can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Multiattack. Galamond makes two attacks: one with his spiked club and one with his hooked blade.
Spiked Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.
Hooked Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is Large or smaller it is grappled (escape DC 15). Galamond drags it where it wills.
Bonus Actions & Reactions
Vengeful Lunge. Reaction (recharges after a short or long rest): When a creature Galamond can see hits him with an attack, he makes one Hooked Blade attack against that creature.
A towering horned hellbrute clad in carved bone plate, one fist closed around a tree-thick spiked club, the other curling a hooked sacrificial blade. He stalks the crystalline outer dark of the castle, where the stones themselves grow fangs.
Galamond, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Goad (signature). While within 10 feet of Galamond, Galamond and Galamond each deal an extra 4 (1d8) damage on the first melee hit either lands on its turn against the same target.
Actions
Rending Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Reactions
Throw Itself Between. When Galamond would be hit by an attack, Galamond, if within 5 feet of him, can make the attack hit it instead.
A lesser horned fiend that trots at Galamond's heel, half guard-dog and half rival, snapping at anything its master has not already claimed.
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.
Open by charging the softest back-line target to land Goring Charge and knock it prone, then stand on it. Keep him as the heavy in a pack of skeletons or night creatures so the party can't simply focus him. Do not run him solo at this tier; he hits a level-3 party hard but folds without bodies around him.
Open with a 20-foot charge into the most isolated PC, Goring Charge to prone them, then grapple with the Hooked Blade and drag them away from their healer. Turn on Reckless once he's bloodied to race the party's clock, and bank Vengeful Lunge for whoever hits hardest. Pair him with Vorrath or a swarm of undead so the party can't out-act him; he is an elite bruiser, not a lone capstone.
Run him as a flagship boss's enforcer in its lair, charging anyone who tries to circle behind the bigger threat. Grapple-and-drag a controller into the boss's kill zone, then Reckless down to finish. Pair him with a larger adversary or a full crypt of minions; at this tier he is the muscle, not the brain of the fight.
Put Galamond 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 Galamond?
Galamond is built at CR 6 (2,300 XP) in his native Tier 2 form: AC 16, 127 HP, +7 to hit, save DC 15. The stat block also includes scaled Tier 1 (CR ~2) and Tier 3 (CR ~11) columns so you can drop him into a level 1-4 or level 11-15 game without rebuilding him.
Can Galamond be a companion or ally?
He's designed as an adversary, but a desperate party could strike a short bargain with a hungering fiend — he fights for whoever keeps the slaughter flowing toward him and turns the instant that stops. As a stat-light option the record also includes Vorrath, Bound, a lesser horned fiend (AC 14, 76 HP) that can serve as his pack-mate or a darkly-aligned PC's bound companion.
Is Galamond a solo boss?
No. He has no legendary actions and only one rechargeable reaction, so a full party will out-act him over a round. Run him as an elite bruiser paired with minions, with Vorrath, or as the enforcer guarding a bigger flagship threat — that's where his charge-and-drag kit shines.
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.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Played Galamond 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.
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