Asmund Doomblade
Asmund Doomblade — The Encounter
Twin-hammer berserker who laughs as bones break · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Asmund Doomblade
Sworn to the Bleblight pact of Loki, Asmund traded his death for laughter. The story goes that he fell at a frozen ford with a spear through his lung, and the Trickster found his last breath funny enough to keep. Now he walks the long winters as a doom-marked thing, neither wholly living nor decently dead, the rune-mauls in his hands forged from a giant's split anvil and named for the omen of every skull they have opened. Skalds say his rage is not fury but mirth: each bone he breaks is a joke shared with the god who refused to let him rest. Warbands prize him as a battering ram of a man, sent ahead of the line to scatter shield-walls and break the nerve of younger warriors. He cannot lead, plans nothing, and remembers little of the man he was. He only follows the laughter forward, and the laughter always finds more skulls.
Run Asmund Doomblade in Sixty Seconds
- He is an add, not the boss. Asmund is a battering ram you bolt onto a flagship threat (a Loki-cult caster or jotun). Run him to break the line; let the boss do the clever killing.
- Open with Reckless + charge. First turn, rage, take advantage on attacks, and slam the nearest fragile target. He hits hard and doesn't care that he's exposed.
- Kill-priority: the prone-payoff. Doom Stomp on any 2+ clustered PCs, then maul whoever fails the save while they're prone and easy to hit.
- When bloodied, lean into the laughter. His resistance while raging means he soaks damage; keep him swinging so Death-Glee triggers off any drop and spreads fear.
- Three ways to run him: reckless berserker who trades AC for advantage every turn; stomp-and-control piece that keeps PCs on the floor; or fear engine that farms Death-Glee off your other minions' kills.
Asmund Doomblade
Medium humanoid (human), chaotic evil
CR 6 · 2,300 XP · GUIDELINEDoomblade Rage. At the start of his turn Asmund can enter a rage for 1 minute (no action). While raging he has advantage on Strength checks and Strength saving throws, his hammer hits deal an extra 7 (2d6) bludgeoning damage (included below), and he has resistance to nonmagical weapon damage. The rage ends early if he ends his turn without having attacked a hostile creature or taken damage since his last turn.
Reckless. At the start of his turn, Asmund can gain advantage on all his melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Actions
Multiattack. Asmund makes two Runed Maul attacks.
Runed Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 4 + 2d6) bludgeoning damage, and a Large or smaller target must succeed on a DC 15 Strength saving throw or be knocked prone.
Doom Stomp (Recharge 5-6). Asmund slams both mauls into the ground. Each creature within 10 feet must make a DC 15 Strength saving throw, taking 22 (4d10) bludgeoning damage and being knocked prone on a failure, or half damage and no prone on a success.
Bonus Actions & Reactions
Death-Glee (Reaction). When a creature within 5 feet of Asmund drops to 0 hit points, he howls with laughter. The next attack roll he makes before the end of his next turn has advantage, and any creature within 10 feet that can hear him must succeed on a DC 13 Wisdom saving throw or be frightened of him until the end of its next turn.
A grinning, half-dead reaver in fur and worn leather, swinging two rune-graven war-mauls as easily as another man swings a hatchet. He fights wreathed in his own ruinous joy, indifferent to the wounds opening across his gray flesh.
Asmund Doomblade, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Sense (signature). Asmund Doomblade has advantage on Wisdom (Perception) checks that rely on smell and on attack rolls against any creature within 5 feet of an ally of Asmund Doomblade's.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) piercing damage, and a Medium or smaller target must succeed on a DC 13 Strength save or be knocked prone.
Reactions
Drag Down. When a creature Asmund Doomblade can see is knocked prone within 5 feet, Asmund Doomblade can move up to half its speed toward that creature.
A scarred winter-wolf that adopted Asmund the way carrion adopts a battlefield, drawn by the smell of breaking and the promise of leftovers.
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 squishiest front-liner and triggering Reckless for advantage. If two foes cluster, lead with Doom Stomp to prone them, then maul whoever's down. He's a one-man wrecking ball here, so pair him with a caster boss who can capitalize on the prone targets.
Open by raging and Recklessly charging the marked healer or controller. When two or more party members bunch up, Doom Stomp to flatten them, then hammer the prone. Use him as the muscle beside a Loki-cult spellcaster: Asmund breaks the line, the boss exploits the gap.
Open Recklessly on the back-line and ride Death-Glee from the first kill to chain frightened saves. Doom Stomp any cluster, then focus a downed target so his reaction keeps firing. He is still a heavy add, not a finale -- pair with a legendary boss who punishes the prone he creates.
Put Asmund Doomblade 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 Asmund Doomblade?
Natively CR 6 (Tier 2, ~level 5-10): AC 16, HP 119, +7 to hit, save DC 15. Scaled stat lines are provided for Tier 1 (CR ~2) and Tier 3 (CR ~11) so you can drop him into any tier without rebuilding him.
Can Asmund Doomblade be a companion or ally?
Not really -- he's chaotic evil, witless, and follows the laughter rather than orders. He works best as a brute thrown at the party. If you must ally him, use the bound winter-wolf Greyfang as the loyal NPC and treat Asmund as a barely-leashed hazard.
Is Asmund a solo boss?
No. He has no legendary actions and is built as muscle, not a centerpiece. Pair him with a genuine flagship (a Loki-pact spellcaster or a giant) and let Asmund break the shield-wall while the real boss exploits the openings.
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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