Bimbolroco
Bimbolroco — The Encounter
The Lamplit Inspector who knows every secret on the street · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Bimbolroco
They call him the Lamplit Inspector, and the lamp he leans upon is said to never have gone dark in forty years. Bimbolroco keeps the lanes of the harbor district the way a clockmaker keeps a watch: every cog accounted for, every missing tooth noted in a little book no one is permitted to read. Smugglers swear he can hear a coin change hands three streets over, and that to meet his hidden gaze is to feel every small crime you ever committed surface in your throat. He does not run, does not shout, does not hurry. He arrives, plants his cane, and waits beneath the lamp until the guilty give themselves away. Those who raise a hand against him learn that the soft, slow man under the coat is built of iron patience and harder muscle, and that the cane swings far faster than its bearer ever walks. He answers to no lord, only to the order of his street.
Run Bimbolroco in Sixty Seconds
- Identity Bimbolroco is a patient lamplit inspector, not a brawler: AC 16, HP 123, two attacks (cane + pistol) and a recharge Lantern Flare cone.
- Open Plant him by a light, pistol the nearest threat, and trigger Already Knows so no rogue can Hide or Disengage away from him.
- Kill-priority Cane the party's top damage dealer first; the DC 14 Con save inflicts disadvantage and neuters their turn.
- When bloodied He stops waiting: fire Lantern Flare into the cluster every recharge and use Read the Room to dodge the killing blow.
- Three ways to run it As a street-warden mini-boss with thug minions, as an investigator the party must talk past, or as an elite enforcer beside a bigger flagship villain.
Bimbolroco
Medium humanoid (human), lawful neutral
CR 6 · 2,300 XP · GUIDELINEAlready Knows. Bimbolroco cannot be surprised, and he has advantage on saving throws against effects that would charm or frighten him. The first time each round a creature within 30 feet of him takes the Hide, Dash, or Disengage action, he learns its location until the end of its turn.
Heavy Constitution. Bimbolroco has advantage on saving throws against poison and on Strength checks and saves to avoid being knocked prone, grappled, or shoved.
Actions
Multiattack. Bimbolroco makes two attacks: one with his weighted cane and one with his concealed pistol (or two cane attacks if no foe is at range).
Weighted Cane. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or have disadvantage on attack rolls until the end of its next turn.
Concealed Pistol. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 13 (2d8+4) piercing damage. On a critical hit, the target also drops one item it is holding.
Lantern Flare (Recharge 5-6). Bimbolroco unhoods a blinding lamp. Each creature in a 30-foot cone must make a DC 15 Constitution saving throw, taking 21 (6d6) radiant damage and being blinded until the end of its next turn on a failure, or half damage and not blinded on a success.
Bonus Actions & Reactions
Read the Room (Reaction). When a creature Bimbolroco can see makes an attack roll against him, he can add 3 to his AC against that attack, potentially causing it to miss. He must be able to see the attacker.
A heavyset inspector in a buttoned greatcoat and brimmed hat, tinted spectacles hiding his eyes, one gloved hand resting on a weighted cane while he leans against a glowing street lamp. Nothing on his beat escapes him.
Bimbolroco, Bound
Companion · acts on your initiative
Bound · GUIDELINEEver-Burning (signature). The wisp sheds bright light in a 20-foot radius and dim light 20 feet beyond. It cannot be extinguished by nonmagical means, and creatures hidden in its bright light gain no benefit from being heavily obscured.
Actions
Scalding Light. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage.
Reactions
Reveal. When an unseen creature within 30 feet attacks an ally, the wisp can flare; the attacker's location is revealed and it gains no advantage from being unseen against that attack.
A pale, hovering mote of lamplight that drifts at the inspector's shoulder, snuffing shadows wherever a liar tries to hide.
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 with the pistol from across the lamplit square, then close so the cane's disadvantage rider shuts down the party's striker. If foes cluster, save Lantern Flare for the blind. Pair him with a few thug minions; he is the methodical leader, not a lone wall.
Plant him beside a light source and let his Already Knows trait punish anyone trying to Hide or Disengage. Multiattack the party's highest-damage PC to stack cane disadvantage, hold Read the Room for the crit that would drop him, and fire Lantern Flare into the tightest knot. Best run with a lair of streets and a heavier brute beside him.
At this tier he is an elite enforcer in a flagship boss's retinue, not the centerpiece. Use Lantern Flare to blind on entry, then cane the controller to kneecap their actions; kill-priority is whoever tries to vanish. Pair him with a bigger threat and the lamp-wisp companion so nothing escapes the light.
Put Bimbolroco 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 Bimbolroco?
His home build is CR 6 (2,300 XP) for a level 5-10 party. Scale him down to roughly CR 2 for tier 1 or up to about CR 11 for tier 3 using the numbers in the tier table; the traits and actions stay identical, only AC, HP, to-hit, and save DC move.
Can Bimbolroco be a companion or ally?
Yes. He makes an excellent patron, watchman, or investigator NPC for a lawful party, and his bound Lamp Wisp can tag along to reveal hidden enemies. As an ally, run him as a cautious supporter who controls the field with the cane and Lantern Flare rather than charging in.
Is Bimbolroco solo-capable?
No. He lacks legendary actions and a real solo action-economy kit, so a four-player party will out-act him in a one-on-one fight. Run him with minions, in his lamplit lair, or alongside a heavier flagship threat where his control tools shine.
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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