Exodo
Exodo — The Encounter
Gilded Juggernaut of the Storm-God's Cult, who breaks the just · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Exodo
The grimoires of the Nile name him a fallen champion. Exodo once stood as a sworn protector of justice, a hero whose oaths shielded the river-folk from raiders and false priests. Betrayed by those he served and broken upon the experiment-tables of zealots, he was remade into the living battering-ram of the Echoes of the Nile, the fanatic cult that labors to unseal the ashes of the storm-god and call chaos back into the mortal world. The green stones bound into his armor are said to hold splinters of that profaned ritual, and they pulse when blood is near. He feels no mercy and remembers no name but the cult's litany; the gilded mask upon his shoulders is the face of the master he no longer questions. Where Exodo charges, walls fall and the just are scattered like chaff before the desert wind, clearing the road for darker powers to follow.
Run Exodo in Sixty Seconds
- What he is A gilded, unarmed juggernaut bruiser. No spells, no ranged option. Pure run-up, slam, grab, and crush. Treat him as the muscle, never the centerpiece.
- Open with a straight 20-ft charge into the back line to fire Unstoppable Charge: extra damage plus prone on a failed DC 15 Str save. Lands him exactly where casters do not want him.
- Kill-priority healers and controllers. Grasping Seize (recharge 5-6) grapples one of them and lets him crush each round as a bonus action, shutting them down. Aim it at whoever keeps the party standing.
- When bloodied his slams gain an extra 1d8 and he stops backing off. Let him soak and grind; he wants the up-close brawl.
- Three ways to run him (1) lone wall-breaker softening a doorway, (2) paired with a Reliquary Acolyte who buffs his slams and tanks hits for him, or (3) two of him flanking a real storm-cult boss as enforcers.
Exodo
Large humanoid (cultist), lawful evil
CR 6 · 2,300 XP · GUIDELINEUnstoppable Charge. If Exodo moves at least 20 feet straight toward a creature and then hits it with a slam on the same turn, the target takes an extra 9 (2d8) bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked prone.
Storm-Forged Endurance. Exodo has advantage on saving throws against being charmed, frightened, or stunned. While at half his hit points or fewer, his slam attacks deal an extra 4 (1d8) damage.
Actions
Multiattack. Exodo makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed 10 feet away.
Grasping Seize (Recharge 5-6). Exodo grabs a Large or smaller creature within 5 feet. The target must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16) and take 14 (2d8+5) bludgeoning damage. While grappling, Exodo can use a bonus action to crush the held creature for 9 (1d8+5) bludgeoning damage.
Bonus Actions & Reactions
Bull Rush. When a creature within 5 feet hits Exodo with a melee attack, he can use his reaction to shove it: the attacker must succeed on a DC 15 Strength saving throw or be pushed 10 feet and knocked prone.
A mountain of corded muscle sheathed in gilded Egyptian war-plate, his shoulders crowned by a pharaonic death-mask and chest set with serpent-green stones, Exodo plants one bare foot in the desert sand and balls his fists for the kill.
Exodo, Bound
Companion · acts on your initiative
Bound · GUIDELINELitany of Chaos (signature). As a bonus action, the acolyte chants over Exodo. The next slam Exodo lands before the start of the acolyte's next turn deals an extra 7 (2d6) necrotic damage.
Actions
Ritual Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 3 (1d6) necrotic damage.
Reactions
Ward the Champion. When Exodo would take damage from an attack he can see, the acolyte interposes and the damage is reduced by 5 (1d10); the acolyte takes any reduced amount instead.
A cowled chanter of the Nile cult who never strays far from the juggernaut, feeding his fury with whispered profanities.
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 caster to trigger Unstoppable Charge and knock them prone. If foes cluster, Bull Rush whoever swings at him to scatter the line. Pair him with a flagship threat; he is the wall-breaker piece, not the brain.
Charge the back line turn one, then Grasping Seize the healer or controller and crush them every round so they cannot act freely. Kill-priority is anyone propping the party up. When bloodied his slams hit harder, so let him soak hits and grind. Pair with a bigger storm-cult boss; Exodo is the bruiser add-on that pins targets for it.
Lead with a charge plus Grasping Seize to lock a key PC, then crush them while allies pile on. Bull Rush any melee attacker to keep them prone and out of position. Run two of him as enforcers flanking a true centerpiece boss; they are the brutes, the boss is the threat.
Put Exodo 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 Exodo?
His home build is CR 6 (Tier 2, ~levels 5-10): AC 16, 127 HP, +8 to hit, save DC 15. Scaled stat lines for Tier 1 (~levels 1-4) and Tier 3 (~levels 11-15) are provided in the tiers block; the traits and actions stay identical, only the numbers move.
Can Exodo be a companion or ally?
Yes. As a redeemed fallen protector he can be freed from the cult's conditioning and fight at the party's side as a frontline grappler, or serve a patron NPC as a bodyguard. His Bull Rush and Grasping Seize make him an excellent ally for locking down enemy skirmishers while the players strike.
Is he a spellcaster or does he use weapons?
Neither. The render shows a bare-fisted brawler in ceremonial gilded plate with no weapon and no casting implement, so he is built entirely around slams, charges, shoves, and grapples. The only magic in play comes from a Reliquary Acolyte companion who buffs his blows.
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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