TohBah
TohBah — The Encounter
The Unbreaking Bulwark, Spear of the First Song · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is TohBah
It is written in the muster-rolls of Lyria that TohBah was never counted as a soldier, but as terrain. Towering above his kin, he was raised to the discipline of the standing line, where a single faltering step costs a thousand lives, and he never once gave that step. His spear Verdance was struck from meteoric alloy and crowned with a shard that still carries the resonance of the First Song — the note from which, the warfronts say, the world was first ordered. Every thrust of it lands like thunder breaking over stone; every parry seals a gap no enemy may exploit. Commanders learned to set him where their formation was thinnest, for wavering ranks turned immovable in his shadow. To break a Lyrian shield-wall, the old enemies confessed, one must first move TohBah — and TohBah does not move.
Run TohBah in Sixty Seconds
- He is the wall, not the kill. TohBah holds a line or chokepoint — he cannot be moved, shoved, or slowed while conscious, so make the party solve their way around him, not push through.
- Open with Verdance on their biggest threat. A hit denies that creature its reaction, locking down opportunity attacks and shield spells right as the fight starts.
- Spend Unbreakable Wall every round. His reaction gives an adjacent ally +3 AC and counter-strikes on a miss — always shelter your squishiest backline piece.
- Sweep the cluster. When 2-3 heroes bunch up, recharge Thunderous Sweep for thunder damage and prone — best opening for your other monsters.
- Three ways to run him: a chokepoint anchor that buys a flagship boss time, an honor-guard bodyguard glued to a caster, or the immovable objective the party must displace to win.
TohBah
Large humanoid, lawful neutral
CR 6 · 2,300 XP · GUIDELINEAnchor of the Line. TohBah cannot be moved against his will by any effect, and his speed cannot be reduced to 0, while he is conscious. Allies within 10 feet of him have advantage on saving throws against being frightened.
Resonant Verdance. Verdance's crystalline tip hums with the First Song. TohBah's spear attacks count as magical, and a creature struck by his Multiattack cannot take reactions until the start of its next turn.
Actions
Multiattack. TohBah makes two attacks with Verdance.
Verdance (Meteoric Spear). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8+4) piercing damage plus 4 (1d8) thunder damage.
Thunderous Sweep (Recharge 5-6). TohBah slams Verdance in a wide arc. Each creature within 10 feet must make a DC 14 Strength saving throw, taking 22 (4d8+4) thunder damage and being knocked prone on a failure, or half damage and not prone on a success.
Bonus Actions & Reactions
Unbreakable Wall. Reaction. When a creature TohBah can see hits an ally within 5 feet of him with an attack, TohBah interposes Verdance, granting that ally +3 AC against the triggering attack. If this causes the attack to miss, TohBah may make one Verdance attack against the attacker if it is within reach.
A horned-helmed juggernaut in battered plate and an emerald war-cloak, both hands wrapped around a long meteoric spear whose crystal tip glows faintly green. He stands as if rooted to the earth, a wall given a heartbeat.
TohBah, Bound
Companion · acts on your initiative
Bound · GUIDELINEResonant Anchor (signature). While you wield TohBah, you cannot be moved against your will and your speed cannot be reduced to 0. Allies within 10 feet of you have advantage on saves against being frightened.
Actions
First Song Thrust. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) piercing plus 4 (1d8) thunder damage.
Reactions
Hold the Line. When an adjacent ally is hit by an attack, you grant them +3 AC against it. If the attack then misses, you may make one First Song Thrust against the attacker.
Bound to a worthy bearer, the meteoric spear hums of its own accord, rooting its wielder where they stand and answering every blow against their comrades.
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.
Plant TohBah in the chokepoint and let the party come to him; he holds ground while weaker allies flank. Open with Verdance to shut down a key reaction, then Thunderous Sweep when 2+ heroes cluster to push them prone. Kill-priority on him is hard at this tier, so frame him as the wall a low-level party must get around, not over.
Open at the line: Verdance-strike the party's biggest hitter to deny their reaction, then guard your archer/caster with Unbreakable Wall every round. When 3+ enemies bunch to break the formation, recharge into Thunderous Sweep and knock the cluster prone. Pair him with a flagship boss or skirmishers — he anchors while they kill, and he's nearly impossible to shove off his post.
Run TohBah as the immovable centerpiece of a defensive lair or honor-guard: he never yields a tile, so position him to wall the party off from the real threat. Open by pinning the front-liner, Wall the casters behind him, and Sweep clustered melee prone on recharge. He is not a solo — pair him with a bigger threat or a unit of minions and let him buy them every round he stands.
Put TohBah 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 TohBah?
TohBah is built at CR 6 (2,300 XP) in his native Tier 2 band — a heavy-infantry champion for 5th-10th level parties. The record also provides Tier 1 (levels 1-4) and Tier 3 (levels 11-15) versions with identical traits and rescaled numbers, so you can drop him into almost any battle line.
Can TohBah be a companion or ally?
Yes. Use his Verdance, Awakened companion block (AC 15, 76 HP) when a player or allied NPC takes up the meteoric spear — they gain the Resonant Anchor stance and the Hold the Line reaction to bodyguard the party. He also makes an excellent loyal man-at-arms standing in the front rank.
Is TohBah a solo boss?
No — he's a centerpiece add-on, not a legendary solo. He has no legendary actions; his strength is anchoring a formation. Pair him with a flagship boss, skirmishers, or a defended objective so the party must deal with him while the real threat operates behind his unbreakable wall.
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 TohBah 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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