Ocampo
Ocampo — The Encounter
Horned rider of the field of broken swords · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Ocampo
They name him Ocampo, the rider who comes at the end of every losing battle, when the swords of the dead stand planted in churned earth like a forest of failure. The grimoires set him among the marshal-spirits of the lawful damned: not a tempter but a captain, sworn to harvest the broken host and drive them onward into ruin. His steed is no living horse but a thing bound from smoke and gnawed bone, its many jaws hungering even as it gallops. Where its hooves fall, the ground remembers slaughter, and the buried blades of older wars rattle loose. Witnesses who survive describe the same omen: a horned silhouette crossing the smoke at dusk, the glaive lowered, and the awful patience of a soldier who has won this charge a thousand times before. To meet his eyes, the texts warn, is to be entered into a ledger from which no name is ever struck.
Run Ocampo in Sixty Seconds
- It's cavalry, not a wall. Ocampo wants to move 20+ ft. straight, hit once for Mounted Charge (extra 2d8 + prone on a failed DC 14 Str save), then carve the prone target. Never let him sit still.
- Kill-priority: your back line. The steed's speed and Unstoppable Gallop are built to skirt your tanks and reach casters and healers — screen them or block lanes.
- When bloodied, he wheels and re-charges. Expect a disengage-and-gallop, then a fresh charge from a new angle; punish him on the turn he can't line up a straight run.
- Three ways to run it: (1) lone heavy cavalry hammering a flank, (2) captain leading a foot-soldier warband, (3) honor-guard escort for a flagship caster boss.
- He is an add-on, not a solo boss. No legendary actions — a four-PC party out-acts him, so always field him with minions or a bigger threat.
Ocampo
Large fiend (devil), lawful evil
CR 6 · 2,300 XP · GUIDELINEDevil's Sight. Magical darkness doesn't impede the rider's darkvision.
Mounted Charge. Signature. While mounted on its dread steed and after the steed moves at least 20 ft. straight toward a target, the rider's first hit on its turn deals an extra 9 (2d8) slashing damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Multiattack. The rider makes two attacks with its hooked glaive.
Hooked Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) slashing damage, and a creature struck while prone takes an extra 7 (2d6) slashing damage.
Hurl Flame (Recharge 5-6). The rider hurls infernal fire at a point it can see within 60 ft. Each creature in a 10-foot radius makes a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failure, or half as much on a success.
Bonus Actions & Reactions
Trampling Wheel (Reaction). When a creature the rider can see ends its movement within 5 ft. of the rider's mount, the rider directs the steed to lash out. The creature makes a DC 14 Dexterity saving throw, taking 9 (2d8) bludgeoning damage on a failure, or half as much on a success.
A horned warlord in spiked black plate rides high on a snarling, multi-mawed war-steed of ash and bone, its curved glaive trailing red as it tramples a field sown with the swords of the slain.
Ocampo, Bound
Companion · acts on your initiative
Bound · GUIDELINEUnstoppable Gallop (signature). The steed ignores difficult terrain and opportunity attacks provoked by its own movement, and it can Dash as a bonus action.
Actions
Savage Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is prone, it takes an extra 4 (1d8) damage.
Reactions
Carry the Rider. When its rider is the target of an attack, the steed shifts to shield them; the attacker has disadvantage on the roll, and on a miss the steed bites for 7 (1d6 + 4) piercing damage.
A maned warhorse stitched from ash and bone with too many jaws, loyal only to the one who reins it through the smoke.
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 a straight charge to land Mounted Charge and knock the front-liner prone, then glaive that prone target for bonus damage. If the party clusters, save Hurl Flame for the bunch. Pair it with a flagship caster or pack of foot-soldiers; it is a hammer, not a lone boss.
Lead with a 20+ ft. charge: Mounted Charge knocks a target prone, then both glaive swings hit a prone foe for extra dice. Kill-priority is squishy back-liners — ride past tanks, use the steed's mobility to reach them, and drop Hurl Flame on clusters. Field it alongside minions or a bigger threat; the steed's reactions keep the rider alive while adds swarm.
Run him as elite cavalry inside a lair or warband, not solo — wheel in, charge to knock a key target prone, and gore it with both swings plus Trampling Wheel punishing anyone who closes. Kill-priority is healers and controllers; the steed's gallop lets him pick the target. Pair it with a bigger boss or a screen of minions so the party can't simply dogpile the rider.
Put Ocampo 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 Ocampo?
Natively CR 6 (Tier 2, ~levels 5-10): AC 16, 119 HP, +7 to hit, save DC 14. Scale him down to a CR 2-ish charger for Tier 1 or up to a CR 11-ish elite for Tier 3 using the tier table — the traits stay the same, only the numbers move.
Can Ocampo be a companion or ally?
Yes. The mount, the Dread Steed, makes a natural bound companion (AC 14, 71 HP) for a mounted player or NPC ally — its Unstoppable Gallop and Carry the Rider reaction reward aggressive cavalry play. The rider himself works as a lawful-evil mercenary captain who can be hired, bargained with, or turned against a worse master.
Is Ocampo solo-capable as a boss?
No. He has no legendary actions or punishing turn-economy kit, so a full party will out-act him. Run him as an add-on: elite cavalry in a warband, a captain leading minions, or escort for a flagship spellcaster.
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 Ocampo 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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