Mokong
Mokong — The Encounter
Roaring rat-brawler of the flooded gutter-wards · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Mokong
They tell of him in the flooded gutter-wards, where the canals back up and the lamplight drowns: Mokong, who was the runt of a vermin-clutch until hunger and a hundred beatings forged him into something monstrous. He learned to fight the way the drowned districts taught everything, with knuckles and noise, until the other rat-kin stopped biting him and started kneeling. Now he rules a tide of squeaking thieves and gutter-toughs by the simple law of the strongest arm. He wears no king's crown, only a brawler's knotted belt and the spiked plates he tore from those who challenged him. His roar carries down every storm-drain in the quarter; when it sounds, the small folk bar their doors and the rats answer. He covets nothing but respect and the warm dry high ground, and he will break anyone who stands between him and either.
Run Mokong in Sixty Seconds
- He's a sub-boss, not a solo. Mokong wants a crowd. Run him beside swarms, thugs, or a flagship villain so Pack Tyrant grants advantage and Squeal's swarms churn.
- Open by Seizing the backline. Grab the healer or caster and drag them into the brawl (grapple escape DC 15) so they fight at melee instead of casting freely.
- Lead with Gutter Roar (Recharge 5-6). Frighten the clustered PCs first turn; frightened targets can't approach him and attack at disadvantage.
- Kill-priority: whoever drops his rat-kin. The free 10-foot move on an ally's kill lets him reposition onto that PC for the next round.
- When bloodied (64 HP), go reckless. Stop grappling, Hammer-Fist everything to prone the party, and lean on Sidestep to punish every melee miss for 2d6.
Mokong
Large monstrosity, chaotic neutral
CR 6 · 2,300 XP · GUIDELINEPack Tyrant. Signature. Mokong has advantage on melee attack rolls against any creature if at least one of his allies is within 5 feet of the creature and that ally isn't incapacitated. The first time each turn an ally he can see reduces a target to 0 hit points, Mokong may move up to 10 feet as a free reaction with a triumphant roar.
Brawler's Footing. Mokong ignores difficult terrain made of rubble, water, or debris, and isn't slowed by being knocked prone (he can stand for 5 feet of movement instead of half his speed).
Actions
Multiattack. Mokong makes two Hammer-Fist attacks. He can replace one with a Bite or a Seize.
Hammer-Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, and a Medium or smaller target must succeed on a DC 14 Strength saving throw or be pushed 10 feet and knocked prone.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.
Seize. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature. Hit: 11 (2d6+4) bludgeoning damage and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and Mokong can't Seize another.
Bonus Actions & Reactions
Gutter Roar (Recharge 5-6). Bonus Action. Mokong bellows. Each enemy within 15 feet that can hear him must succeed on a DC 14 Wisdom saving throw or be frightened of him until the end of its next turn.
Sidestep. Reaction, when a creature Mokong can see misses him with a melee attack: the attacker takes 7 (2d6) bludgeoning damage as Mokong slams it aside.
A slab of grey muscle on a flooded cobble street, jaws thrown wide in a roar, fists wrapped in filthy bandages and shoulders armored in scavenged spiked scrap. He plants his clawed feet in the rubble and dares the alley to come at him.
Mokong, Bound
Companion · acts on your initiative
Bound · GUIDELINESwarm Caller (signature). While Mokong is conscious, allied rats and gutter-kin within 30 feet have advantage on saving throws against being frightened. As a bonus action, Mokong can command a swarm of rats it can see to move and attack.
Actions
Cleaver. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
Reactions
Take the Hit. When an adjacent ally is hit by an attack, Mokong can swap places and take the damage instead, then make a Cleaver attack against the attacker if within reach.
Mokong's first lieutenant, a wiry knife-rat who fights so the big one never has to bleed first.
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 with Gutter Roar to scatter the squishiest PCs, then wade in with Hammer-Fist to knock the front-liner prone. Kill-priority: whoever just dropped one of his rat-kin. Pair him with a pack of swarms or thugs so Pack Tyrant stays online.
Open by Seizing the party healer or caster and dragging them off, then Hammer-Fist to prone anyone who closes. When a PC clusters with an ally for Pack Tyrant advantage, focus them down. Frame him as a sub-boss leading a rat warband, not a lone fight.
Lead with Gutter Roar, then Seize-and-prone the most mobile threat to pin them in melee. Kill-priority: ranged attackers softening his swarm. He is a brute, not a solo, so pair him with a bigger threat or run him in a flooded lair stuffed with minions that keep his Pack Tyrant advantage alive.
Put Mokong 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 Mokong?
Native CR 6 (Tier 2, ~levels 5-10): AC 15, HP 127, +7 to hit, save DC 14. The block also lists dialed Tier 1 (~CR 2) and Tier 3 (~CR 11) lines so you can drop him into any party. He is an add-on bruiser, not a band-dropped solo.
Can Mokong be a companion or ally?
Yes. A party that wins his respect (or out-roars him) can recruit him as a muscle-for-hire who clears flooded wards and intimidates gutter gangs. Use the native Tier 2 line, drop Gutter Roar's frighten to affect only enemies, and let his bonded lieutenant Squeal tag along to call the rat swarms.
How do I run Mokong against a 4-PC party without a TPK?
Give him a small warband so Pack Tyrant works as designed, but cap the adds at the party's level. Telegraph Gutter Roar (he inhales first), and remember his nonmagical-attack resistance evaporates the moment he's incapacitated, so a hold person or stun cracks him wide open.
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 Mokong 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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