Aztec Golem
Aztec Golem — The Encounter
Sun-stone titan of fallen temples, woken to crush trespassers · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Aztec Golem
When a temple to the Fifth Sun was abandoned to the jungle, its priests bound a guardian spirit into the very stones of the sanctum so that no looter might profane the altar unpunished. The Aztec golem is that vow given mass: a Huge effigy assembled from carved calendar discs, feathered cornices, and god-blocks, animated by sun-priest sorcery rather than any living mind. Where it walks, the ground remembers the temple that once stood there and trembles. The dead tree fused to its arm marks how long it has slept undisturbed, roots drinking from cracked mortar instead of soil. It does not pursue, bargain, or tire. It guards a perimeter only its makers understood, and it judges intruders by a single law: those who take from the dead are crushed beneath the dead. Slay the priests who raised it and the golem stands forever, a silent sentinel over treasure no one living remembers.
Run Aztec Golem in Sixty Seconds
- What it is a Huge stone guardian and pure melee anvil: two boulder fists a round, knocks targets prone, and a once-per-fight Stone Hurl that punishes clustering.
- Open with closing on the squishiest back-liner and Boulder-Fisting it prone, or lead Stone Hurl if the party is already bunched.
- Kill-priority it has no speed and no ranged backup once Stone Hurl is spent, so it wants prone casters; the party should kite it and burn it from outside 10 ft.
- When it drops to 0 Sun-Stone Heart fires first: it survives at 1 HP and blinds everyone within 15 ft. (DC 16 CON) before any finishing blow, so the killing turn often whiffs follow-ups.
- Three ways to run it (1) lone tomb-guardian gating a treasure room, (2) the slow anvil beside a fast flying or casting boss, (3) two golems flanking a doorway as a siege wall the party must out-maneuver.
Aztec Golem
Huge construct, unaligned
CR 11 · 7,200 XP · GUIDELINEMagic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Sun-Stone Heart. The carved calendar disc set in the golem's chest stores raw daylight. The first time the golem is reduced to 0 hit points, it instead drops to 1 hit point and releases a flare of sunlight: each creature within 15 feet must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. This trait can be used only once.
Siege Monster. The golem deals double damage to objects and structures.
Actions
Multiattack. The golem makes two Boulder Fist attacks.
Boulder Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 6) bludgeoning damage, and if the target is a creature it must succeed on a DC 16 Strength saving throw or be knocked prone.
Stone Hurl (Recharge 5-6). The golem tears a slab from itself and throws it. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 32 (5d10 + 6) bludgeoning damage. On a hit, the golem also forces each creature within 5 feet of the target to make a DC 16 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failure.
Bonus Actions & Reactions
Quaking Step. Reaction (1/round). When a creature the golem can see ends its movement within 10 feet of the golem, the golem stamps the ground. That creature must succeed on a DC 16 Dexterity saving throw or be knocked prone.
A two-story idol of mortared temple blocks lurches upright, an Aztec sun-stone calendar disc grinding where a face should be, one boulder fist already cocked to swing. A long-dead tree sprouts from the rubble of its arm, roots curling around the masonry like veins.
Aztec Golem, Bound
Companion · acts on your initiative
Bound · GUIDELINEGlyph Ward (signature). While the sentinel is within 30 feet of an ally, that ally has resistance to the first instance of damage it takes each round, as protective glyphs flare across its stonework.
Actions
Slab Smash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 5) bludgeoning damage.
Reactions
Stand Fast. When an ally the sentinel can see within 5 feet is hit by an attack, the sentinel can interpose itself, becoming the target instead and taking the damage.
A smaller idol carved to march at the titan's side, it plants itself before the wounded and lets the blows land on stone.
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 Stone Hurl to scatter the cluster, then wade in and pick the squishiest caster with Boulder Fist to knock it prone. At this tier it is a level-capping wall, not a brawl you trade blows with; pair it with a low-HP minion screen so it can't be kited. Kill-priority for the party is the priest who woke it, not the golem itself.
Lead with Quaking Step zoning so meleers can't reposition freely, then Multiattack the prone target for follow-up advantage. If the party clusters for healing, Stone Hurl into the middle and split them. It pairs best as the muscle beside a spellcasting boss who exploits the prone victims it leaves.
Open by closing on the back line and Boulder-Fisting the artillery prone, then save Stone Hurl for whenever the party bunches. When it hits 0 HP the Sun-Stone Heart blinds everyone adjacent before the kill lands, so warn melee to back off at low HP. This is the anvil of the encounter; pair it with a mobile flying or caster threat so the party can't simply turtle out of its 30-ft. reach.
Put Aztec Golem 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 Aztec Golem?
Natively CR 11 (Tier 3, ~level 11-15) as a Huge construct heavy-hitter. The record also gives drop-in Tier 1 (~CR 2) and Tier 2 (~CR 6) numbers; the traits and actions stay identical, only AC, HP, to-hit, save DC, and damage shift to fit the band.
Can Aztec Golem be a companion or ally?
Yes. Use the Temple Sentinel, Bound profile (AC 17, 117 HP) as a bodyguard construct: its Glyph Ward grants nearby allies resistance to the first hit each round and Stand Fast lets it eat an attack meant for an adjacent friend. It is a protector, not a damage dealer.
Is the Aztec Golem immune to spells?
Not immune, but resistant: Magic Resistance gives it advantage on all saves against spells, and its construct nature makes it immune to poison, psychic, and most mind- and body-altering conditions. Force, fire-melting, and brute physical damage are your reliable answers.
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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