Dingo
Dingo — The Encounter
Blind Marauder of the Doomed Cities · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Dingo
When fire and salt fell upon the twin cities of the plain, not all who dwelt there were consumed. Dingo was a back-alley cutthroat who put out his own eyes rather than look upon the destroying angels, swearing that sight had only ever led him to sin. The vow took: brimstone seeped into his flesh, staining it the bruised violet of a dying sky, and his other senses sharpened to a wolfish edge. Now he runs with the unrepentant remnants who picked through the ashes, a pack of raiders who worship the appetite that damned their home. He fights blind and grinning, scenting blood on the wind, his hooked blade favoring whoever stands too close to a friend. Travelers who camp within the salt-flats by night tell of a laugh in the dark and a cleaver that finds the spaces between ribs.
Run Dingo in Sixty Seconds
- Sight is useless Dingo fights blind with 30 ft. blindsight and is immune to blinded, so darkness, fog, illusions, and invisibility do nothing to him, while they may hamper your players.
- Open by diving in He Dashes or Disengages as a bonus action every turn, so throw him straight at the back line and have him spin between targets.
- Punish clustering His Curved Blade deals extra damage to any target standing next to one of its allies, so spread out or feed the hook.
- Watch the reaction Gutter Reflexes lets him slash anyone who ends their turn beside him; melee PCs should not linger in his reach.
- Three ways to run him Solo skirmisher harassing a low-level party, a flanking knife in a cultist warband, or an elite assassin chained to a bigger boss.
Dingo
Medium humanoid (cultist), chaotic evil
CR 2 · 450 XP · GUIDELINEBlindfold Sight. Dingo wears a barbed iron halo and a blood-soaked blindfold, yet senses prey by scent and tremor within 30 feet even in total darkness. He is immune to the blinded condition and ignores effects that rely on sight, such as a gaze or an illusion he cannot hear or smell.
Frenzied Footwork. Dingo can take the Disengage or Dash action as a bonus action on each of his turns.
Actions
Multiattack. Dingo makes two Curved Blade attacks.
Curved Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+3 plus 1d4) slashing damage; a creature struck while Dingo is within 5 ft. of one of his allies takes an extra 3 (1d6) slashing damage from the hooked edge.
Hurled Cleaver. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (1d6+3 plus 1d4) slashing damage.
Bonus Actions & Reactions
Gutter Reflexes. Reaction. When a creature Dingo can sense ends its turn within 5 feet of him, he can make one Curved Blade attack against it. He can use this reaction only if he has not already attacked that creature this round.
A lean, sinew-corded marauder with skin gone fever-magenta from the cursed cities' brimstone air, his eyes bound in a soaked rag beneath a crown of iron thorns. He spins a black hooked blade with the loose, dancing footwork of a killer who needs no light to find a throat.
Dingo, Bound
Companion · acts on your initiative
Bound · GUIDELINEScent the Quarry (signature). Dingo can sense any creature that has shed blood within 60 feet, ignoring nonmagical cover and darkness. He has advantage on attacks against a creature that took damage since his last turn.
Actions
Curved Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
Reactions
Gutter Reflexes. When a creature ends its turn within 5 feet of Dingo, he can make one Curved Blade attack against it.
A loyal but feral hunting-blade who tracks targets by smell and never lowers his guard; keep him on point and let no enemy linger at his side.
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 Dashing into the midst of the party, then carve the squishiest caster in reach. Use Gutter Reflexes to punish anyone who steps adjacent, and let his bonus-action Disengage keep him skipping between targets. Kill-priority: whoever stands beside an ally, since his hooked blade rewards clustered marks.
Run him as a flanking knife in a larger warband, never alone. Send him to the backline while frontliners pin the party, then chain Curved Blade plus the adjacency bonus on isolated PCs. Pair him with a bigger threat and a screen of cultist minions so his reaction stays live every round.
Deploy as an elite assassin attached to a flagship boss and its lair, not as a standalone fight. Have him Dash through the front line to gut the support caster, exploiting his blindsight against darkness, fog, and invisibility tricks. With minions clustering the party, his hooked-edge rider and reaction strikes pile up fast, so isolate him or eat the bleed.
Put Dingo 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 Dingo?
Dingo is built at CR 2 (450 XP) in his native Tier 1 band, a nimble blinded-immune skirmisher tuned for 1st-to-4th-level parties. The tiers array rescales him to roughly CR 6 for Tier 2 and CR 11 for Tier 3 by adjusting AC, HP, to-hit, and DC only; his traits and actions never change.
Can Dingo be a companion or ally?
Yes. The companion block, Dingo, Bound, fields him as a feral hunting-blade with about 60% of the adversary's HP, a blood-scent tracking signature, his Curved Blade attack, and the Gutter Reflexes reaction. Keep him on point so he can sense quarry through darkness and cover.
How should I run his blindsight against a stealthy party?
Within 30 feet he ignores darkness, invisibility, and most illusions, so players cannot hide from him by sight alone; beyond 30 feet, however, he is effectively blind, so retreating out of range or using sound-suppressing effects is the counter.
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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