Enkidu
Enkidu — The Encounter
The wild man shaped by the gods to humble a tyrant · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Enkidu
Before he was a man he was the steppe itself: shaggy, horned, drinking at the watering holes among the gazelle, knowing nothing of cities or kings. The gods, hearing the lament of a people ground beneath a tyrant's heel, took clay and the wilderness and shaped him as a counterweight, a creature strong enough to match the strongest. He was made to wrestle, not to rule, and when he and the king at last seized one another in the gateway of the great city the very doorposts shook. Yet from that grappling came not a corpse but a brother. Enkidu's strength is the strength of unbroken things, of the herd that has never known the yoke, and those who face his twin axes feel the open plain closing on them like a snare. He fears no roaring beast and no crowned despot, for he was forged precisely to humble the proud and to stand at a friend's shoulder against guardians and bulls of heaven alike.
Run Enkidu in Sixty Seconds
- What he is a relentless melee anvil with a 40 ft. move and no ranged answer of his own beyond one thrown axe; he wants to be in your face, not casting.
- Open with a charge at the back line, both axes on one target to fire Twin-Axe Frenzy, knock it prone, and gain advantage on the follow-up.
- Kill-priority he goes for whoever is squishiest and least mobile; tell players to break line of approach or his speed eats the casters first.
- When bloodied he stops dancing and commits, dumping Beast's Footing only to reposition into a fresh victim rather than to flee.
- Three ways to run him (1) lone pace-setter that chases the party, (2) front-line guard paired with a flagship boss, (3) a 'brother' ally who fights at the players' shoulder if befriended.
Enkidu
Medium humanoid (human), chaotic good
CR 6 · 2,300 XP · GUIDELINEBorn of the Wild. Enkidu has advantage on Strength (Athletics) checks made to grapple or shove, and on saving throws against being frightened. Difficult terrain made of earth, stone, or undergrowth costs him no extra movement.
Twin-Axe Frenzy. Signature. On any turn Enkidu hits the same creature with both axe attacks, that target must succeed on a DC 15 Strength saving throw or be knocked prone, and Enkidu's next attack against it before the end of his next turn has advantage.
Actions
Multiattack. Enkidu makes two Hand Axe attacks.
Hand Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 5) slashing damage.
Hurled Axe. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and if the target is Large or smaller it has disadvantage on its next attack roll before the start of Enkidu's next turn.
Bonus Actions & Reactions
Beast's Footing (Reaction). When a creature Enkidu can see hits him with a melee attack, he may move up to 10 ft. without provoking opportunity attacks. If this brings him adjacent to a different enemy, that enemy must make a DC 15 Dexterity save or take 5 (1d8 + 1) slashing damage.
Crowned with a horned headdress and draped in beast-fur, the muscle-bound wild man brandishes a hand-axe overhead while a second rests at his hip, his hooved feet planted on broken stone as though he had just walked out of the steppe to settle a score.
Enkidu, Bound
Companion · acts on your initiative
Bound · GUIDELINEHerd-Sense (signature). While within 30 ft. of the Gazelle, an allied creature cannot be surprised and has advantage on initiative rolls.
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and a Medium or smaller target must succeed on a DC 14 Strength save or be pushed 10 ft.
Reactions
Bolt. When an enemy ends its turn within 10 ft., the Gazelle may move up to half its speed without provoking opportunity attacks.
A lean steppe-gazelle that kept the wild man company before the city ever knew his name; it scents danger long before any horn sounds.
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 back-line caster with his 40 ft. move and shoving it prone, then full-attack while it is down. Pair him with a bigger threat as the pressure piece. Kill-priority him only if your party has no way to break a grapple.
Open by closing on a lightly-armored target and landing both axes to trigger Twin-Axe Frenzy and knock it prone. If players cluster, use Beast's Footing to bounce between them off the wall of reactions. He is an ADD-ON brute: pair him with a Humbaba-style guardian or a flagship boss and let him hold the front while the centerpiece does the killing.
Open by hurling an axe to impose disadvantage, then charge and lock down the melee bruiser of the party. Make every same-target double-hit count for the prone rider. Kill-priority is the enemy front line; pair him with a caster or a winged guardian so this anvil never fights alone.
Put Enkidu 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?
His native build is CR 6 (2,300 XP), a Tier 2 melee bruiser. Drop-down and scale-up sheets are provided for Tier 1 (around CR 2) and Tier 3 (around CR 11); traits stay identical, only the numbers move.
Can Enkidu be a companion or ally?
Yes. His whole myth is becoming a sworn brother after a wrestling match, so he is built to flip allegiance. Run his stat block as a player-side bruiser, or hand the party his Wild Gazelle companion as a scout while Enkidu himself fights beside them.
Is Enkidu a solo boss?
No. He has no legendary actions and is an add-on brute, not a centerpiece. Pair him with a larger flagship threat such as a forest guardian or a bull of heaven; he holds the line while the boss delivers the finish.
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 Enkidu 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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