Tharrok
Tharrok — The Encounter
Bull-headed berserker of the labyrinth, axe wet with the lost · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Tharrok
They say Tharrok was born of an unholy union in an age when kings hid their shame behind walls of stone. Penned within a winding maze meant to swallow him whole, he learned every turn of its cold corridors until the labyrinth became less a prison than a hunting ground. Tribute was sent to him in the dark: youths and maidens driven through the gate, their cries echoing until the gore-axe silenced them. Centuries of such feeding hardened him into something between man and beast and curse, a berserker who knows neither fear nor surrender. Where ruins sprawl and passages twist, he wanders still, drawn to enclosed places as a moth to flame. Adventurers who breach forgotten vaults often find his sign first: a wall of stacked skulls, a corridor slick with old blood. Then they hear the bellow, and the heavy tread, and they understand the maze was never empty.
Run Tharrok in Sixty Seconds
- Hold the maze. Tharrok is a corridor brute — fight him in the open and a party trivializes him; fight him in a twisting ruin where Labyrinthine Recall gives him advantage and he's terrifying.
- Open with Charge. Move 20+ ft. straight into the heaviest front-liner, hit with Gore for the extra 2d8 and a knockdown, then Multiattack the prone target.
- Kill-priority: the controller. He's INT 7 with no ranged option — a single web, hold, or shove off a ledge neutralizes him, so he must reach and gore the caster locking him down first.
- When bloodied, he goes berserk. Blood Frenzy gives him advantage but also hands it to the party, so play him as a glass cannon racing to one last big hit before he drops.
- Three ways to run him: as a maze guardian add-on to a flagship boss, as a brutal mid-fight corridor ambush, or paired with Goremaw and thralls as a charging warband.
Tharrok
Large monstrosity, chaotic evil
CR 6 · 2,300 XP · GUIDELINECharge. If Tharrok moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. Tharrok can perfectly recall any path he has ever walked and cannot be lost by nonmagical means. Within a maze, ruin, or other enclosed sprawl, he has advantage on attack rolls against any creature that cannot see him.
Blood Frenzy. Signature. While bloodied (at or below half hit points), Tharrok's axe blows land with murderous abandon: he has advantage on all melee attack rolls, but attack rolls against him also have advantage. He cannot be frightened while he can see an enemy.
Actions
Multiattack. Tharrok makes one Greataxe attack and one Gore attack.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) slashing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Bonus Actions & Reactions
Reckless Lunge. Bonus Action. Tharrok moves up to half his speed toward a creature he can see. If he ends this movement within reach of that creature, his next Greataxe attack this turn deals an extra 4 (1d8) slashing damage.
A towering bull-headed brute, all corded muscle and scarred hide, draped in a tattered saffron wrap and gripping a great twin-bladed axe taller than most men. His eyes hold no mercy, only the patient hunger of the maze.
Tharrok, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Bellow (signature). Once per short rest as a bonus action, Tharrok looses a war-bellow. Each ally within 30 feet gains advantage on its next attack roll before the start of Tharrok's next turn.
Actions
Cleaving Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Reactions
Trample the Fallen. When an enemy within 5 feet drops to 0 hit points, Tharrok may move up to 10 feet without provoking opportunity attacks.
A smaller cousin of the maze-born, kept close as muscle and goad, snorting and stamping at Tharrok's heel.
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 charging your softest target to knock it prone, then Gore the prone one. If the party clusters in a corridor, hold the choke and force them through one at a time. Kill-priority: the healer or anyone who lit a torch. Pair him with a couple of cultists driving prey into the maze.
Open with a 20-ft. Charge into the front-liner to knock prone, then Multiattack. Once bloodied his Blood Frenzy makes both sides hit harder, so race the party to the kill. Kill-priority: the controller locking him down (he's INT 7, easy to trip up). Pairs naturally with Goremaw or a swarm of maze-thralls.
Use him as the muscle for a bigger threat — a Goetic schemer or a maze-lord caster — not as a lone boss; a high-tier party out-acts a single brute. Open with Charge, then Reckless Lunge to chase the squishiest caster down a corridor. When bloodied, throw everything at the lowest-HP PC before the advantage-against-him gets him killed. Best run with minions or a lair that funnels the party.
Put Tharrok 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 Tharrok?
He is built at CR 6 (2,300 XP) in his native Tier 2 form: AC 15, 127 HP, +8 to hit, save DC 14. Scale him down to roughly CR 2 for Tier 1 parties or up to roughly CR 11 for Tier 3 using the alternate stat lines provided — the traits and actions stay identical, only the numbers move.
Can Tharrok be a companion or ally?
Yes, though he's a savage one. A druid, barbarian chieftain, or cultist who has earned the maze-born's grudging respect could field him as a bound brute, or use the smaller bound cousin Goremaw (AC 13, 76 HP) as a more manageable ally that buffs the party with Pack Bellow.
Is Tharrok a solo boss?
No. He's a centerpiece brute, not a self-sufficient boss — he has no legendary actions and no ranged answer, so a four-PC party out-acts him over a round. Run him as the muscle alongside a caster, a Goetic schemer, or a pack of maze-thralls, ideally in tight quarters that play to his Labyrinthine Recall and Charge.
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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