Jimboy
Jimboy — The Encounter
Armored rat-bandit of the gutter wards, pick and dagger drawn · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Jimboy
In the gutter wards they call him Jimboy, though the rat-folk who run the under-canals have a dozen older names for his kind. Where men see vermin, the rat-clans see survivors: the first to flee a sinking ship, the last to starve in a famine, the witnesses who watched plague gnaw down the proud houses and inherited what was left in the dark. Jimboy came up through the flood-tunnels and the rooftop runs, learning that a small thing in good armor with a long spike fears nothing it can smell coming. His pick is bartered war-gear, refitted to punch through the breastplates of men twice his size; the dagger he keeps wet, for he was taught that a clean kill wastes good venom. He does not fight fair, does not fight alone for long, and does not stay where the footing is bad for a rat. Hire him and he will hold a sewer mouth against an army. Cross him, and he will be three streets gone before you find the body.
Run Jimboy in Sixty Seconds
- He is a skirmisher, not a wall. Jimboy wants to hit the soft target and leave; never let him stand and trade.
- Open from the edge. Start him on a rooftop, ledge, or sewer mouth so Gutter Footing is live, then Skitter in and Multiattack.
- Kill-priority: back-liners. He goes for casters and archers; the poisoned dagger makes a chip-shot hurt over time.
- When bloodied, bleed the burst. Use Twist Away on the party's biggest hit, then move 10 ft. away free of opportunity attacks.
- Three ways to run him: a hired blade holding a chokepoint, a bandit-captain leading a rat-swarm, or a recurring assassin who is always three streets gone before the body is found.
Jimboy
Medium humanoid (ratfolk), neutral evil
CR 6 · 2,300 XP · GUIDELINEKeen Smell. Jimboy has advantage on Wisdom (Perception) checks that rely on smell, and cannot be surprised while he can smell the air.
Gutter Footing. Signature. Jimboy ignores difficult terrain and takes no penalty for moving through tight spaces, sewers, or rooftops. The first time on his turn he ends movement adjacent to a wall or ledge, his next attack before the end of the turn deals an extra 7 (2d6) damage from a pouncing strike.
Actions
Multiattack. Jimboy makes one War-Pick attack and one Gutter Dagger attack.
War-Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. On a critical hit the target's speed is halved until the end of its next turn as the spike punches through armor.
Gutter Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+4) piercing damage plus 7 (2d6) poison damage.
Bonus Actions & Reactions
Skitter (Bonus Action). Jimboy takes the Dash or Disengage action.
Twist Away (Reaction). When a creature Jimboy can see hits him with an attack, he adds 3 to his AC against that attack, potentially causing it to miss. He may then move up to 10 ft. without provoking opportunity attacks.
A lean ratfolk cutthroat in scavenged plate, a long-spiked war-pick cocked over one shoulder and a poisoned dagger held low, hunched and grinning atop a broken cobblestone.
Jimboy, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Sense (signature). While within 30 ft. of an ally, Jimboy has advantage on the first attack roll it makes each turn against a creature already engaged with that ally.
Actions
Rusted Cleaver. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.
Reactions
Scurry. When a creature ends its turn within 5 ft. of Jimboy, it can move up to half its speed without provoking opportunity attacks to reposition behind cover.
A smaller, half-armored rat-kin runner who fights at Jimboy's flank, quick to swarm anything already pinned.
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 from a rooftop or sewer mouth, Gutter Dagger then close. Kill-priority: lightly armored back-liners he can flank. Pair him with a rat-swarm or a bigger brute so the party can't simply gang the lone skirmisher.
Open with Skitter into a wall-adjacent square to arm Gutter Footing, then Multiattack the squishiest target. When bloodied, Twist Away after the next hit and disengage to reposition. Use Twist Away every round to soak the party's burst; he is a harasser, not a wall.
Run him with minions or a lair of flood-tunnels and rat-swarms, never alone. Open by skirmishing the back line, hit-and-run with Twist Away and Skitter, and let allies pin while he flanks. Pair him with a bigger threat so a high-tier party can't focus him down in one round.
Put Jimboy 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 Jimboy?
Jimboy is built as a CR 6 skirmisher (Tier 2, levels 5-10) with AC 16 and 123 HP. Scaled tactics for Tier 1 (levels 1-4) and Tier 3 (levels 11-15) are provided in the tiers table; the traits and actions stay identical, only the numbers move.
Can Jimboy be a companion or ally?
Yes. He makes an excellent hired blade or rogue-ish guide through the under-canals, and the included companion stat block, Squeal, lets you field a flanking rat-kin runner at his side. He is mercenary by nature, so his loyalty lasts exactly as long as the pay and the good footing do.
Is Jimboy a solo boss?
No. He is a fast add-on harasser with no legendary actions, designed to skirmish and flee. Pair him with a rat-swarm, a bandit gang, or a larger flagship adversary; a four-player party will out-act him if he is left to fight alone.
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 Jimboy 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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