Sammy
Sammy — The Encounter
The Steadfast Gardener Who Would Not Turn Back · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Sammy
They will tell you of the captains and the kings, of the bright lord and the grey wanderer, but the old songs of the shire-folk remember Sammy plainest of all. He was no warrior born; he kept a garden, turned the earth, and asked for nothing grander than good soil and his master's company. Yet when darker roads called, it was the gardener who would not turn back. Where braver hearts faltered at the edge of shadow, he set his small feet and went on. He carried his master up the last cruel mile when neither could carry himself. The grimoires of the great name him not at all, and that is the truth of him: a humble servant who proved, against every reckoning, that the smallest hands may hold the greatest faith. Roads that swallow heroes whole break upon his quiet, root-deep stubbornness.
Run Sammy in Sixty Seconds
- Hold his position in front of your weakest ally before initiative; Unbreakable Loyalty turns him into a wall that cannot be one-shot.
- Open with Hurled Stone to deny a dangerous reaction, then close and Multiattack the creature that hurt his ward.
- Spend Stand Fast every round a sworn ally is threatened in melee; he eats the hit and swings back.
- Kill-priority is low; he barely threatens the party alone, so never field him solo.
- Three ways to run him: stubborn bodyguard glued to a boss, loyal NPC the party must protect, or a sticky add-on in a minion swarm that buys the real threat time.
Sammy
Small humanoid (halfling), lawful good
CR 2 · 450 XP · GUIDELINEBrave. Sammy has advantage on saving throws against being frightened.
Halfling Nimbleness. Sammy can move through the space of any creature that is of a size larger than his.
Unbreakable Loyalty. Signature. So long as an ally he has sworn to protect is within 30 feet, Sammy cannot be reduced below 1 hit point by a single attack while above 0, and he has advantage on attack rolls against any creature that has damaged that ally since his last turn.
Actions
Multiattack. Sammy makes two attacks with his short sword.
Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Hurled Stone. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d4+3) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or be unable to take reactions until the end of its next turn.
Bonus Actions & Reactions
Stand Fast (Reaction). When a sworn ally within 5 feet is hit by an attack, Sammy can interpose himself and take the damage instead, then make a single short sword attack against the attacker if it is within reach.
A stout, barefoot halfling in a travel-worn green coat and grey cloak, bedroll and pack lashed to his back, a plain short sword held ready in a small but unflinching fist.
Sammy, Bound
Companion · acts on your initiative
Bound · GUIDELINESure-Footed (signature). Sammy ignores difficult terrain caused by rubble, mud, or undergrowth, and has advantage on saving throws against being knocked prone.
Actions
Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.
Reactions
Shield the Master. When Sammy is within 5 feet and is hit by a melee attack, Sammy can shove into the attacker, granting Sammy half cover until the start of Sammy's next turn.
A shaggy, patient pack-pony who has hauled provisions over more cruel miles than any beast should, and refuses to be left behind.
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 planting Sammy in front of your party's softest ally and let Unbreakable Loyalty do the work. If foes cluster on that ally, use Stand Fast every round to soak hits and counter. Kill-priority is low on his own, so pair him with a bigger threat or a band of minions and let him be the wall a boss has to grind through.
Run him as the bodyguard add-on to a flagship captain. Open beside the protected NPC, Hurled Stone to lock down a key reaction, then Multiattack the creature that hit his ward. He is sticky, not deadly, so let the boss deal the real damage while Sammy refuses to fall.
Use only as the devoted shield-bearer in a larger fight with minions or a lair, never solo. Glue him to the lynchpin ally, spend Stand Fast aggressively, and force the party to spend turns peeling him off before they can reach the real boss. Pair him with a bigger threat that punishes the players for ignoring him.
Put Sammy 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 Sammy?
Sammy is CR 2 (450 XP) at his native Tier 1. Scaled stat lines for Tier 2 (~CR 6) and Tier 3 (~CR 11) are provided so he can ride along into higher-level fights as a bodyguard add-on without rewriting the block.
Can Sammy be a companion or ally?
Absolutely, and it is his best use. He is built as a devoted protector NPC rather than a solo threat; his Unbreakable Loyalty and Stand Fast reaction make him an ideal bodyguard for a vulnerable party member or quest-giver, and Bill the pony rides along with him.
Is Sammy a solo boss?
No. He has no legendary actions and only a single defensive reaction, so a four-player party will out-act him easily. Field him alongside a bigger threat, a captain, or a band of minions where his stickiness and refusal to fall actually matter.
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 Sammy 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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