Chaac, the god of Rain
Chaac, the god of Rain — The Encounter
The drowned storm-bringer risen as a tusked revenant of bone · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Chaac, the god of Rain
In the highland codices, Chaac was the open hand that brought the rains. When the priests broke faith and let the wells run dry, they say the god did not depart but drowned within his own beast, his divinity curdling into rot. What remains is no god but a revenant in the shape of one: a behemoth of bone-spiked hide whose every footfall sweats a cold and joyless drizzle, mocking the harvest it once blessed. The Mortisbane cult drives it before their lines, bound in consecrated rope, for it cannot be slain so much as exhausted. Where it passes, fields flood and turn to grey mud, and the dead beneath stir in the wet earth. Offerings of water are buried in its path, not to feed it, but to remind it of what it was, so it might lumber on a little longer before its hate turns to those who lead it.
Run Chaac, the god of Rain in Sixty Seconds
- Hold the line Chaac is a battering ram, not a duelist. Open by charging straight into the tightest knot of PCs to knock one prone, then immediately Stomp the Fallen with your bonus action.
- Aura first The 15-foot Drowned Aura makes the ground around it difficult terrain and chips 2d6 cold each turn. Stand still on a chokepoint and let melee attackers come to you and bleed.
- Kill-priority Target anyone who can pull allies free of the aura or pin you in place: fliers, teleporters, and the shove-counter brute. Tusks push 10 feet, so use that to break a wall of bodies.
- When bloodied Undead Fortitude means it likely shrugs the killing blow back to 1 HP unless the hit is radiant or a crit. Warn players: save radiant burst damage for the finish.
- Three ways to run it Solo siege monster the party kites; the immovable centerpiece of a chokepoint defense; or the muscle escorting a Mortisbane caster who keeps it bound and pointed at the players.
Chaac, the god of Rain
Huge undead, neutral evil
CR 11 · 7,200 XP · GUIDELINETrampling Charge. If the revenant moves at least 20 feet straight toward a creature and then hits it with a tusk attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the revenant can make one stomp attack against it as a bonus action.
Drowned Aura. Signature. Cold rain weeps endlessly from the beast's bones. The ground within 15 feet of it is difficult terrain, and a creature that ends its turn there takes 7 (2d6) cold damage and has disadvantage on the next Strength check it makes before the start of its next turn.
Undead Fortitude. If damage reduces the revenant to 0 hit points, it makes a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead.
Actions
Multiattack. The revenant makes two attacks: one with its tusks and one with its stomp.
Tusks. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 7) piercing damage, and the target must succeed on a DC 17 Strength saving throw or be pushed 10 feet away.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone target. Hit: 27 (4d8 + 7) bludgeoning damage.
Bonus Actions & Reactions
Stomp the Fallen. (Bonus Action) Triggered by Trampling Charge against a prone target, as described in that trait.
A mountainous mammoth-thing of grey hide and exposed red sinew, its skull worn bare and crowned in spurs of bone, dragging chains and rope as eternal rain runs from the seams of its tusks.
Chaac, the god of Rain, Bound
Companion · acts on your initiative
Bound · GUIDELINEPack Drag (signature). When the hound hits a creature of size Large or smaller with a bite, it can move up to half its speed and drag the target with it, provided the target is grappled by the hound.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 15).
Reactions
Drag to the Mire. When an ally within 30 feet is hit by a melee attack, the hound can move up to its speed toward the attacker, provoking no opportunity attacks from that creature.
A lean, sodden hound of the same drowned curse, loosed to harry stragglers and drag the wounded into the rising water.
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.
Run it as a lone siege-beast the party must outmaneuver, not trade blows with. Open by charging the most clustered group to knock a body prone, then stomp it. Pair it with a bigger threat or a fragile caster it shields; do not expect it to threaten a save-or-die at this tier.
Open with Trampling Charge into the densest cluster, knock a target prone, then Stomp the Fallen as a bonus. Kill-priority is anyone who tries to escape the Drowned Aura's difficult terrain. It is the anchor piece; pair it with skirmishers that punish targets it has shoved prone.
Charge straight through the front line, shoving with tusks and crushing the prone. Hold position so the 15-foot Drowned Aura grinds melee attackers each round. Kill-priority is whoever can fly or teleport allies out of the aura. This is a flagship boss's heavy add-on, not the centerpiece itself; pair it with a commanding caster.
Put Chaac, the god of Rain 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 Chaac, the god of Rain?
Its native sheet is CR 11 (7,200 XP), a Tier 3 (levels 11-15) bruiser. The block also includes Tier 1 and Tier 2 versions with identical traits and rescaled numbers, so you can drop the same beast into a lower-level fight without redesigning it.
Can Chaac, the god of Rain be a companion or ally?
Not really for players. It is a bound siege-beast: a Mortisbane caster keeps it leashed and aimed, and its mindless hate makes it as much a hazard to allies as to foes. Use the included Tlaloc-Hound, Bound as a deployable lesser ally instead, or have the party temporarily commandeer Chaac as a destructive, uncontrollable battering ram.
Is Chaac solo_capable as a single boss?
No. It has no legendary actions and will be swarmed and ground down by an action-economy party. Run it as the heavy add-on to a flagship boss, or pair it with skirmishers and a controller who keep PCs trapped in its Drowned Aura.
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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