Gong-di
Gong-di — The Encounter
Golden-bearded brute who strikes only when the past demands it · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Gong-di
They say Gong-di was not taught his fury but recalled it, the way a struck bell recalls the hand. He is counted among the Lyrians, those said to be born of sound rather than flesh, fragments of a divine memory given a body of muscle and a voice of thunder. In quiet years he is harmless, a wanderer who carries his twin hammers like sleeping things. But he strikes only when the past demands it, and the past is patient. Witnesses tell of old wrongs left unavenged for a generation, then settled in a single roaring afternoon, the offender driven back step by ringing step until the debt was paid in full. The storm, the elders say, listens when he roars, for it too remembers what men prefer to forget. Bind him to a cause and you bind a grudge that does not tire; cross him, and learn that nothing is ever truly forgotten.
Run Gong-di in Sixty Seconds
- What he is a dual-hammer barbarian bruiser, all melee, no ranged, no spells. Front-load him into your line and let him grind.
- Open with Reckless plus Multiattack on the nearest soft target, the shove-prone rider on Twin Hammer sets up everyone else's turn.
- Kill-priority healer first, then whoever last damaged him or an ally, Remembered Fury hands him advantage against that exact creature.
- When bloodied his hits gain +1d8 thunder and he gets meaner, expect him to dive the back line via Surge of Memory rather than retreat.
- Three ways to run him raid-line tank shielding allies with Stonewall, grudge-driven hunter chasing the PC who hurt his friends, or warband muscle paired with a controller boss.
Gong-di
Medium humanoid, chaotic neutral
CR 6 · 2,300 XP · GUIDELINEReckless. At the start of his turn, Gong-di can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Remembered Fury. Signature. Gong-di strikes only when the past demands it. The first time each round that a creature within 30 ft. of him deals damage to Gong-di or to one of his allies, he gains advantage on the next melee attack he makes against that creature before the end of his next turn. While below half his hit points his hammers feel old wrongs anew: each of his melee hits deals an extra 4 (1d8) thunder damage.
Actions
Multiattack. Gong-di makes two Twin Hammer attacks.
Twin Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed 10 ft. away and knocked prone.
Echoing Roar (Recharge 5-6). Gong-di looses a roar that the storm itself listens to. Each creature within 15 ft. of him must make a DC 15 Constitution saving throw, taking 22 (4d10) thunder damage on a failed save and being deafened until the end of its next turn, or half as much damage on a success.
Bonus Actions & Reactions
Surge of Memory (Bonus Action). Gong-di moves up to half his speed toward a creature that has damaged him this turn without provoking opportunity attacks.
Stonewall (Reaction). When a creature Gong-di can see hits one of his allies within 5 ft. of him with an attack, Gong-di can interpose himself; he takes the attack's damage instead, reduced by 5 (1d8).
A stout, golden-maned brute hewn of muscle and grief, twin hammers raised, clad only in pelt and bracers. He does not pose; he remembers, and when memory turns to wrath the ground answers.
Gong-di, Bound
Companion · acts on your initiative
Bound · GUIDELINEShared Memory (signature). While within 30 ft. of the creature it is bound to, Gong-di has advantage on attacks against any creature that damaged its bound ally this turn.
Actions
Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Reactions
Answering Strike. When its bound ally is hit by a melee attack within 5 ft., Gong-di makes one Hammer attack against the attacker.
A lesser fragment of the same first song, a thunder-touched warrior who fights wherever Gong-di's grudge points.
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 loudest front-liner and using Twin Hammer's shove to knock a key body prone. Lean on Remembered Fury: send him at whoever bloodied an ally. Pair him with a caster or archer who can punish the prone targets he leaves.
Open Reckless and Multiattack the squishiest reachable target to shove it prone. Hold Echoing Roar until two or more PCs cluster, then dump it. Kill-priority is the healer; use Surge of Memory to close gaps. He is a bruiser, not a boss, so pair him with a controller or a bigger flagship threat.
Run him as the muscle in a lair or warband, not alone, a 4-PC party will out-act a lone brute. Open Reckless, Roar a cluster, then Multiattack the prone. Have minions or a spellcaster ally lock down the targets he shoves so his Remembered Fury advantage keeps landing.
Put Gong-di 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 Gong-di?
Natively CR 6 (Tier 2, levels 5-10): AC 15, 127 HP, +8 to hit, save DC 15. Scaled stat blocks for Tier 1 (~CR 2) and Tier 3 (~CR 11) are included, with identical traits and only the numbers shifted.
Can Gong-di be a companion or ally?
Yes. Bind his grudge to a cause and he becomes a loyal melee anchor who shields allies with Stonewall and avenges anyone who harms them. The included Echo-of-the-Roar profile is a lighter bound ally for parties who want the same fury at smaller scale.
Is Gong-di a solo boss?
No. He is a single-target melee bruiser with no legendary actions, so a four-PC party will out-act him. Run him as muscle alongside a controller, a spellcaster, or a true flagship boss, or in a lair with minions to keep his Remembered Fury advantage flowing.
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
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