Jack The Ripper
Jack The Ripper — The Encounter
The Whitechapel phantom, blade and pistol in fog · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Jack The Ripper
He is no name but a rumour wearing a coat. Out of the gaslit murk of the slum-quarters he came, and the watchmen learned to fear the streets when fog rolled off the river. The grimoires of the night-courts record him only as the Ripper, a butcher with a physician's hand, for his cuts were too clean to be rage and too cruel to be mercy. He chooses the forgotten and the unwatched, and leaves them arranged like a lesson no one can read. A brass revolver of his own clockwork making rides his belt beside knives kept honed to a whisper. He walks unhurried, certain that the dark will close behind him as it always has, and that no lantern burns bright enough to fix his face in memory. They say he was once a man of medicine who came to love the work too well.
Run Jack The Ripper in Sixty Seconds
- Hold the open Start him Hidden in dim light or fog. His first strike should have advantage so Surgical Precision (4d8) lands free, and the victim's speed gets halved.
- Kill-priority Aim the blade at the squishiest body in reach: healer, then lowest-HP caster. The speed-halving makes it hard for that target to escape him.
- When bloodied He stops trading. Cut and Vanish or a bonus-action Hide pulls him into cover; he re-engages from a flank next round, not the open.
- Three ways to run him (1) Lone stalker hunting one PC at a time through fog. (2) Knife-behind-the-line to a bigger boss. (3) Pack leader over thugs/the Bloodhound for guaranteed flanking.
- Don't whiff the reaction Save Cut and Vanish for the biggest hit coming at him; it halves the damage AND repositions him out of melee for free.
Jack The Ripper
Medium humanoid (human), neutral evil
CR 6 · 2,300 XP · GUIDELINESurgical Precision. Signature. Once per turn, the Ripper deals an extra 18 (4d8) damage to a creature he hits with a weapon attack if he has advantage on the attack, or if another enemy of the target is within 5 feet of it and the Ripper doesn't have disadvantage. A creature reduced to fewer than half its hit points by this strike must succeed on a DC 14 Constitution save or have its speed halved until the end of its next turn as the wound seizes.
Fog-Walker. In dim light, darkness, or any obscuring fog, the Ripper can take the Hide action as a bonus action and his footfalls make no sound.
Evasion. When the Ripper is subjected to an effect that allows a Dexterity save for half damage, he takes no damage on a success and half on a failure.
Actions
Multiattack. The Ripper makes two attacks: one with his surgical blade and one with his clockwork revolver.
Surgical Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Clockwork Revolver. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 12 (2d8+4) piercing damage.
Bonus Actions & Reactions
Cunning Step (Bonus Action). The Ripper takes the Dash, Disengage, or Hide action.
Cut and Vanish (Reaction). When a creature the Ripper can see within 5 feet of him makes an attack against him, he can halve the damage he takes and immediately move up to half his speed without provoking opportunity attacks.
A gaunt killer in a battered top hat and long Victorian greatcoat, face lost to shadow, a curved surgical blade in one fist and a brass clockwork revolver in the other.
Jack The Ripper, Bound
Companion · acts on your initiative
Bound · GUIDELINECatch the Scent (signature). Jack The Ripper has advantage on Wisdom (Perception) checks that rely on smell and always knows the direction of the nearest creature that is bleeding or below half its hit points within 60 feet.
Actions
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage, and if the target is prone the attack deals an extra 4 (1d8) damage.
Reactions
Run It Down. When a creature within 30 feet that the Bloodhound can see uses its movement to flee, the Bloodhound can move up to its speed toward that creature.
A lean tracking hound the Ripper keeps at heel, leashed by nothing but appetite, that finds the wounded long before they think to scream.
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 from the dark with the revolver, then close so an ally is flanking and the blade carves with Surgical Precision. Keep him in dim light or fog so he Hides as a bonus action and reappears beside a softer target. Use him as the hidden menace behind a pack of street thugs, not a stand-up brawler.
Open Hidden for advantage and a guaranteed Surgical Precision strike, kill-priority the party's healer or lowest-HP caster, then Cut and Vanish out of melee on their turn. When bloodied, melt into the nearest fog and pick off the straggler instead of trading blows. Pair him with the Bloodhound or a knot of cultists so he always has flanking and an escape lane.
Run him as the assassin in a larger threat's lair, slipping between minions to land Surgical Precision on whoever the party most needs alive. Open from concealment, halve incoming hits with Cut and Vanish, and never let him be the only thing on the board. Pair him with a bigger boss so the party must choose between the brute in front and the knife at their back.
Put Jack The Ripper 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 Jack The Ripper?
His home build is CR 6 (2,300 XP), a Tier 2 threat for parties of levels 5-10. Scaled stat blocks are provided for Tier 1 (levels 1-4) and Tier 3 (levels 11-15) so you can drop him into almost any table.
Can Jack The Ripper be a companion or ally?
He is built as an adversary, but a daring party could blackmail, hire, or leash him as a grim ally. He fights best as a flanking knife who opens from hiding and vanishes when pressed, and he comes with the Bloodhound, a tracking companion that runs down fleeing prey.
Is Jack The Ripper a solo boss?
No. He has no legendary actions and a four-player party will out-act him in the open. He shines as an add-on threat: pair him with a bigger boss, a lair, or a pack of minions so he always has flanking and an escape lane to exploit Surgical Precision.
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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