Jumong
Jumong — The Encounter
The Bright One who never missed, founder-king on horseback · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Jumong
In the songs of the northern kingdoms, Jumong was born of a river-god's daughter and the light of heaven, hatched from a great egg the beasts of the field refused to crush. By his seventh year he had fashioned his own bow and arrows, and not one shaft strayed from its mark — for this they named him Jumong, the Skilled Archer. Driven from the court that feared his gift, he fled south with a handful of loyal men, and when a flooded river barred his road he called upon the fish and turtles of the water, who rose to bridge his crossing. There he raised the walls of a new realm and was crowned its first king. Grimoires of the eastern steppe counsel that to face him is to court the open field, where no cover hides a man and every arrow finds the gap in his armor; better to close the distance fast, or never to anger the Bright One at all.
Run Jumong in Sixty Seconds
- He fights at range — never let him get pinned. Open at 150+ ft. so the extra 2d6 long-range damage lands, fire three shots, then Loose and Wheel out of reach.
- Cover won't save you — Unerring Eye ignores half and three-quarters cover and lets him shoot into melee with no penalty, so park behind a wall and he still hits your back line.
- Kill priority — drop or lock down the squishy casters and archers first; he and they share the same open-ground deathtrap, and a held/webbed Jumong is a dead Jumong.
- When bloodied — he gallops to maximum range and turtles behind Snap Shot reactions; chase him with one fast melee striker rather than the whole party.
- Three ways to run him: lone horseman-assassin sniping a caravan, the King's outrider screening a flagship boss, or a ghost-of-the-founder spirit haunting a sacred well.
Jumong
Medium humanoid (human), lawful good
CR 6 · 2,300 XP · GUIDELINEUnerring Eye. Signature. Jumong's ranged weapon attacks ignore half cover and three-quarters cover, and he does not have disadvantage on a ranged attack while within 5 feet of a hostile creature. Once per turn when he misses with a bow attack, he can reroll the attack against the same target.
Born in the Saddle. While mounted, Jumong's mount can use the Dash, Disengage, or Dodge action as a bonus action on his command, and he suffers no penalty for making ranged attacks from a galloping steed.
Actions
Multiattack. Jumong makes three attacks with his composite bow, or two with his spear.
Composite Bow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 12 (2d6 + 4) piercing damage. If the target is at least 30 feet away, the attack deals an extra 7 (2d6) piercing damage.
Cavalry Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 4) piercing damage, and a Medium or smaller target must succeed on a DC 14 Strength saving throw or be knocked prone.
Bonus Actions & Reactions
Loose and Wheel. Bonus Action. Jumong commands his mount to move up to half its speed without provoking opportunity attacks from any target he hit with a bow this turn.
Snap Shot. Reaction. When a creature Jumong can see moves into the open within 60 feet of him, he makes one Composite Bow attack against it.
An ornately armored king wheels his caparisoned warhorse mid-gallop, drawing a great recurve bow with arrows already buried in the earth around him — the founder of a kingdom who, the songs say, never loosed a shaft in vain.
Jumong, Bound
Companion · acts on your initiative
Bound · GUIDELINETrampling Charge (signature). If Jumong moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If knocked prone, the rider may make one bow attack against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Reactions
Sure-Footed Veer. Reaction. When Jumong or its rider is targeted by an attack, the steed shifts 5 feet without provoking opportunity attacks, imposing disadvantage if the move breaks the attacker's line.
A battle-tempered warhorse in worked tack, bred to hold a steady gait while its rider looses arrow after arrow.
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 at long range and keep moving — fire, then have him ride 30 ft. so melee never closes. Kill priority is whoever has a bow or sling of their own. He is a skirmisher; pair him with a brute that holds the line while he plinks from the flank.
Open with Snap Shot the instant anyone breaks cover, then three bow shots (extra 2d6 each past 30 ft.) and Loose and Wheel away. He ignores cover and shoots into melee freely, so cover won't save your casters — close the gap or eat arrows. Use him as the harasser beside a flagship boss; he punishes anyone who tries to reposition.
Same play, faster and deadlier: kite at 60 ft. mounted, three shots a round, reroll the one that misses. Prioritize whoever can pin him down (web, hold, casters). At this tier he is an elite outrider for a true centerpiece monster — not the boss, the boss's deadliest escort.
Put Jumong 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 Jumong?
Natively CR 6 (Tier 2, ~levels 5-10): AC 16, 114 HP, +7 to hit, save DC 14. Scale him to CR 2 for Tier 1 or up toward CR 11 for Tier 3 using the tier table — the traits stay identical, only the numbers move.
Can Jumong be a companion or ally?
Yes. As a lawful good founder-hero he makes a natural patron, guide, or temporary ally — a master archer who teaches mounted skirmishing or rides at the party's side. His steed Storm-Mane can also be run as the companion creature if you want the mount without the king.
Why isn't Jumong solo_capable?
He has no legendary actions, so against a full party's action economy he'd be focus-fired and locked down before he could kite. He shines as a high-mobility add-on — the outrider beside a centerpiece boss — rather than as the sole encounter.
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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