Jinggoy
Jinggoy — The Encounter
The Gutter-King, fat rat lord of the drowned slum · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Jinggoy
They call him the Gutter-King, and in the flooded warrens of the Baseo District his word is the only law that floats. Jinggoy was born in the runoff and clawed his way up through the rat-folk gangs by a simple creed: own the filth, and you own the desperate. He never bloodies his own paws if a debtor's will do, never spends a coin he can hoard, and never forgets a face that owed him. From his throne of looted brass he taxes the smugglers, brokers the contraband, and sells the names of those who cross him. The poison on his blade is brewed from the same sewers that raised him, and the rot it carries is said to be incurable until a soul has crawled, as he once did, all the way back to the light. Burn his hoard and you do not merely rob him; you unmake the only king the gutter has ever crowned.
Run Jinggoy in Sixty Seconds
- He's a boss, not a duelist — Jinggoy wins by action economy, so never run him alone. Surround him with thugs and let Throne of Coin (advantage vs. fear/charm, +1d8 to one ally hit per turn) make the whole gang hit above its weight.
- Open with Bark Orders on round one: two allies get a free move-and-attack reaction, letting the gang alpha-strike a backline PC before initiative settles in the party's favor.
- Poison the tank, rot the rest — lead the Filth-Crusted Blade into the strongest melee PC (poisoned + DC 14 Con), and remember Squealing Bite stops a target healing until a long rest. Kill-priority for the party is Jinggoy, but he'll dodge that.
- When bloodied, he runs the cowardly playbook — Take the Hit shoves an ally into the blow, Scurry (bonus action Disengage/Hide) breaks contact, and he refuses to leave his hoard. Burn the coin pile to shatter Throne of Coin and watch his courage crater.
- Three ways to run him — (1) den ambush with a thug swarm, (2) underworld lair-master buffing waves of enforcers, or (3) the scheming lieutenant paired with a bigger flagship monster.
Jinggoy
Medium humanoid (ratfolk), neutral evil
CR 6 · 2,300 XP · GUIDELINEKeen Smell. Jinggoy has advantage on Wisdom (Perception) checks that rely on smell.
Throne of Coin. Signature. While Jinggoy sits upon his hoard or within 10 feet of three or more allies, he is emboldened: he has advantage on saving throws against being frightened or charmed, and the first time each turn an ally he can see hits a creature, that ally deals an extra 4 (1d8) damage. He will not abandon his hoard while a single coin can still be defended.
Actions
Multiattack. Jinggoy makes two attacks: one with his Filth-Crusted Blade and one with his Squealing Bite. He may replace one attack with Bark Orders.
Filth-Crusted Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.
Squealing Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract sewer-rot (the target can't regain hit points until it finishes a long rest).
Bark Orders (Recharge 5-6). Jinggoy hurls a stream of curses and commands. Up to two allied creatures within 30 feet that can hear him may each use their reaction to move up to half their speed and make one weapon attack.
Bonus Actions & Reactions
Scurry (Bonus Action). Jinggoy takes the Disengage or Hide action. While in dim light or darkness he can attempt to Hide even when only lightly obscured by his rabble.
Take the Hit (Reaction). When Jinggoy is hit by an attack and an ally is within 5 feet of him, he may shove that ally into the path of the blow. The ally takes the damage instead of Jinggoy.
A bloated, grinning rat-lord lounges on a salvaged wooden throne, bare clawed feet buried in a smoldering heap of stolen coin, a spiked pauldron over one shoulder and a poisoned shiv resting on his knee.
Jinggoy, Bound
Companion · acts on your initiative
Bound · GUIDELINECollector's Grip (signature). When Jinggoy hits a creature with a melee attack, that creature's speed is reduced by 10 feet until the start of Jinggoy's next turn as he drags it toward the boss.
Actions
Iron Cudgel. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Reactions
Debt Collected. When a creature within 5 feet of Jinggoy tries to flee, he may make one Iron Cudgel attack against it as an opportunity strike, with advantage.
A scarred, hulking rat with a notched cudgel and a ledger of grudges, Jinggoy breaks the legs Jinggoy points at and never asks why.
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.
Run Jinggoy as a low-level slum boss cornered in his own den. Open with Bark Orders so his thugs strike before the party reaches him, then keep two minions between himself and the front line and Scurry away whenever a fighter closes. Kill-priority for the party is the boss, but he will sacrifice an ally with Take the Hit; pair him with a swarm of rat-folk so the action economy stays in his favor.
Open by stacking on Throne of Coin: stay near his hoard and three allies so every minion hits harder. First round Bark Orders to alpha-strike a squishy PC; on his turn poison the heaviest melee threat with the Filth-Crusted Blade. When focused, Take the Hit feeds an ally to the blow and Scurry breaks line of sight. He is a commander, not a duelist, so pair him with gangs of thugs or a bigger bruiser; whoever the party leaves alive next to him just becomes a meat shield.
Scale him up as the lair-master of a sprawling underworld, never alone. He hangs back on his hoard, abuses Throne of Coin to buff a room full of enforcers, and uses Bark Orders every recharge to chain two reaction-attacks into the party's casters. Take the Hit means at high tiers his bodyguards die so he doesn't; the party must clear the rabble first or burn the hoard to break his nerve. Pair him with a larger flagship threat (a sewer horror or a rival warlord) so he plays the cunning second blade, not the main event.
Put Jinggoy 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 Jinggoy?
Natively CR 6 (Tier 2, levels 5-10): AC 16, 127 HP, +6 to hit, save DC 14. Tier cards scale him down to a CR 2-ish slum boss (Tier 1) or up to a CR 11-ish underworld lair-master (Tier 3) with the same traits and only the numbers moving.
Can Jinggoy be a companion or ally?
He's built as an adversary, but a chaotic party that pays his debts could buy his services. For a smaller ally option use the bundled companion, Tabo the Bound Enforcer (AC 14, 76 HP) — a leg-breaking bodyguard who drags fleeing foes back and punishes anyone trying to run.
Is Jinggoy solo-capable?
No. He has no legendary actions and wins purely through command tricks and minions, so a four-PC party will out-act him in a one-on-one. Always field him with a gang of thugs or alongside a larger flagship threat where he plays the cunning second blade.
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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