Gorg
Gorg — The Encounter
Horned warden of buried treasure and forbidden ground · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Gorg
In the old Persian tellings, the Gorg are not beasts of the field but giants set as keepers, horned and tailed like the bull and the goat, planted at the mouths of tombs, the lips of sealed wells, and the thresholds of holy ground. Where mortal kings buried gold and prophets hid relics, a Gorg was bound by oath or by older magic to stand the watch, and there it stayed for ages, neither aging nor wandering. It is said a Gorg will let a humble pilgrim pass untouched, for its quarrel is not with reverence but with theft. Raise a hand toward what it guards and its patience ends at once: the great horns lower, the sacred trident swings, and the ground itself seems to side with the warden. Few who break a Gorg's trust leave to repeat the tale, and the wise leave an offering at the stone and walk on by.
Run Gorg in Sixty Seconds
- Hold the hoard Gorg never voluntarily leaves his treasure or sacred ground; he is a wall, not a chaser, so position him between the party and the prize and make them come to him.
- Open with the charge Move 20+ feet straight in and Gore to knock the frontliner prone, then Multiattack; a prone target eats both trident and horns with advantage.
- Kill-priority is the looter Always swing at whoever is closest to seizing the treasure, and use Warden's Rebuke to free-attack anyone who grabs at the hoard within reach.
- When bloodied dig in even harder; his Treasure-Bound Warden trait gives advantage against fear, charm, and forced movement near the hoard, so he will not be pulled off his post.
- Three ways to run him as a stubborn solo gate-guard for low tiers, as the body-blocking muscle beside a flagship boss, or as a pair with Pasban warding the same sacred site.
Gorg
Large giant, lawful neutral
CR 6 · 2,300 XP · GUIDELINETreasure-Bound Warden. Gorg is sworn to a hoard or sacred site and will not willingly stray more than 120 feet from it. While within 30 feet of the ground or treasure he guards, he has advantage on saving throws against being frightened, charmed, or moved against his will, and his Goring Charge deals an extra 9 (2d8) piercing damage.
Gore. When Gorg moves at least 20 feet straight toward a target and then hits it with his horns on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Multiattack. Gorg makes two attacks: one with his sacred trident and one with his horns.
Sacred Trident. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Bonus Actions & Reactions
Warden's Rebuke (Reaction). When a creature Gorg can see strikes the hoard or moves to seize treasure within 10 feet of him, Gorg makes one Horns attack against that creature.
A towering horned warden stands rooted over rubble and ruin, one shoulder plated, a beard of coarse hair framing a bull-browed face, leveling an ornate trident-tipped spear at any who would steal what he keeps.
Gorg, Bound
Companion · acts on your initiative
Bound · GUIDELINEOathbound (signature). Gorg chooses one ally or ward at the start of combat. While within 30 feet of that ward, Gorg has advantage on attack rolls against any creature that has damaged the ward this turn.
Actions
Warding Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Reactions
Interpose. When the warded creature within 5 feet is hit by an attack, Gorg swaps places with it and takes the damage instead.
A smaller horned keeper bound to the same charge, Gorg fights to keep his ward standing rather than to win glory.
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 loudest looter to knock them prone with Gore, then plant himself between the party and his hoard. If foes cluster near the treasure, lead with the trident's reach to keep them off the prize. Kill-priority is whoever is closest to grabbing loot; pair him with traps or a stronger guardian, since alone he is a speed bump.
Open with a Goring Charge to prone the frontline, then Multiattack to grind it down while never leaving the ward. Use Warden's Rebuke to punish anyone reaching for the hoard. He is the muscle add-on, not the boss; pair him with a caster or a bigger threat and let him body-block while they do the killing.
Open by charging the squishiest reacher to prone and pin them on the hoard, then trident-and-horns the prone target into the floor. Hold position; let melee come to his reach. Kill-priority is anyone who teleports or flies toward the treasure; pair him as the bruiser piece beside a flagship boss who supplies control and damage.
Put Gorg 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 Gorg?
Gorg is CR 6 (2,300 XP) at his native Tier 2, built for parties of levels 5 to 10. Scaled stat lines for Tier 1 (levels 1-4) and Tier 3 (levels 11-15) are provided in the tiers table; the traits and actions stay the same and only the numbers move.
Can Gorg be a companion or ally?
Yes, in spirit, but he is a poor traveling companion because he is sworn to a fixed hoard or sacred site and will not stray far from it. Use the bound warden Pasban as a portable ally instead, or run Gorg as a temporary guardian who aids a party only while they remain on the ground he protects.
Is Gorg a solo boss?
No. Gorg has no legendary actions and is built as an add-on threat, not a centerpiece. He shines as the immovable muscle guarding a flagship boss or a treasure room; pair him with a caster or a stronger adversary so his body-blocking and reach control matter.
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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