Enkidu (Untamed)
Enkidu (Untamed) — The Encounter
Wild man of the steppe, brother to the king · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Enkidu (Untamed)
Before the walls of the great city were finished, the gods shaped a man out of clay and the spittle of the wilderness, and called him Enkidu. He ran with the gazelle and filled the trapper's pits, drinking at the watering holes among the lions, knowing nothing of bread nor king. No snare held him and no hunter outran him; he was strength without law, the open plain given a heartbeat. Only after the temple woman gentled him did the herds flee his coming, and only then did he turn toward the city to wrestle its tyrant. This is Enkidu before that softening: untamed, gold-girt by the wild itself, the equal of any king he has not yet met. To meet him in the long grass is to face the steppe's own answer to the spear, a brother to none until he chooses one.
Run Enkidu (Untamed) in Sixty Seconds
- What he is: a Tier 2 melee bruiser, an ADD-ON to a bigger threat, not a solo boss. Drop him next to a hunter-lord, a beast-tamer, or any flagship and let him be the muscle.
- Open with Wild Charge (bonus action) into your softest target, then Multiattack. The bonus-action dash plus 40 ft. speed means no backliner is ever safe behind the front line.
- Kill-priority: whoever he Bestial Grapples. He gets advantage on Great Axe against the grappled creature, so he commits to one kill at a time — protect the pinned ally or let them eat it.
- When bloodied, Untamed Vigor matters: he won't drop from one big hit while at 1 HP, so don't assume a single nova finishes him. Plan for one extra round.
- Three ways to run him: (1) lurking ambusher in tall grass who charges from cover; (2) the tyrant's enforcer who grapples the party tank; (3) a future ally — soften him with the Gentling Word and he may turn on his master.
Enkidu (Untamed)
Medium humanoid (wild one), chaotic neutral
CR 6 · 2,300 XP · GUIDELINEUntamed Vigor. Enkidu has advantage on saving throws against being charmed, frightened, or poisoned, and against effects that would tame or subdue him. While he has 1 hit point, he does not fall unconscious from a single blow; he drops only if reduced to 0.
Pack-Born Senses. Signature. Raised among the wild herds, Enkidu reads every twitch of his quarry. He has advantage on attack rolls against any creature that has moved on its current turn, and a creature can't gain advantage against him from being hidden or unseen unless it is more than 30 feet away.
Actions
Multiattack. Enkidu makes two Great Axe attacks, or one Great Axe attack and one Bestial Grapple.
Great Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) slashing damage. On a critical hit, the target is knocked prone.
Bestial Grapple. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller target. Hit: 9 (1d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, Enkidu can't grapple another and has advantage on Great Axe attacks against the grappled creature.
Bonus Actions & Reactions
Wild Charge (Bonus Action). Enkidu moves up to his speed toward a hostile creature he can see. If he ends within reach of that creature, his next Great Axe attack this turn deals an extra 9 (2d8) slashing damage.
A half-wild man with the hooved, shaggy legs of the steppe beasts and the corded torso of a champion, crowned in gold yet smelling of the herd, hefting an axe taller than most men.
Enkidu (Untamed), Bound
Companion · acts on your initiative
Bound · GUIDELINEGentling Word (signature). Once per short rest, as an action, the bearer may speak the calming rite. One beast or wild creature within 30 feet must succeed on a DC 14 Wisdom save or be charmed by the bearer for 1 minute (it repeats the save at end of each of its turns).
Actions
Herder's Staff. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Reactions
Shared Wildness. When an adjacent ally is hit by an attack, the bearer may take half the damage in their place, drawing on the bond of the steppe.
A keepsake of the one who drew Enkidu toward the world of men: those who carry it gain a measure of his calm over wild things.
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 Wild Charge into the squishiest backliner, then split Multiattack to keep two heroes bleeding. He is the bruiser, not the brain: pair him with an archer or a caster so the party can't just kite him. Kill-priority is whoever Bestial Grapple pins, since he gets advantage on them.
Wild Charge bonus action straight at the cleric or wizard, then two Great Axe swings (look for the crit-prone). When the front line clusters to box him in, grapple the strongest melee hero and grind them down with advantage. Run him as the muscle beside a flagship boss or a pair of hunters, not alone.
Upscaled as a beast-king's champion: Wild Charge plus two axes can drop a 11th-level striker fast, so target whoever moved this round (Pack-Born gives advantage). Grapple-and-grind the party's frontliner to peel them off the real boss. He still has no ranged answer, so make the terrain favor him with tall grass and close quarters.
Put Enkidu (Untamed) 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 Enkidu (Untamed)?
His home build is CR 6 (2,300 XP) for Tier 2, levels 5-10. The same traits scale down to roughly CR 2 for a Tier 1 party and up to roughly CR 11 for Tier 3 — only the AC, HP, to-hit, save DC, and damage move; his abilities stay identical.
Can Enkidu (Untamed) be a companion or ally?
Yes. Like the legend, untamed Enkidu can be gentled and won over: a party that earns his bond gains a ferocious frontline ally who charges, grapples, and never breaks from fear. The Shamhat's Token sidebar gives a player a way to calm wild things and stand beside him.
Does he have ranged attacks?
No — Enkidu is pure melee. His only reach is his axe and his speed. Smart parties kite him across open ground, so give him cover, tall grass, or a chokepoint, and let his Wild Charge close the gap before the arrows pile up.
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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