Hae-god
Hae-god — The Encounter
The Mountain That Walks, golden god-shell of the turtle monks · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Hae-god
In the highland cloisters of the Monastery of Turtle-folks they tell that the world rests upon a shell, and that Hae-god is a shard of that first shell come walking. The Kukurikapu monks do not own the god so much as accompany it; where its golden carapace lumbers, there the order builds its shrines, for to stand in its shadow is to stand inside the temple itself. Pilgrims polish the great bosses of its back with oils and prayer, and warriors shelter beneath its overhang as beneath a fortress wall. It speaks no word, yet it is said to understand every petition murmured against its flank. When raiders come for the Monastery's reliquaries, the god does not hurry; it simply turns, and its turning grinds siege-engines to splinters. Slow as seasons, patient as stone, it has outlived every empire that thought a mountain could be killed.
Run Hae-god in Sixty Seconds
- It's a fortress, not a fencer. Hae-god is slow and tanky. Don't chase PCs; let them come, and make every approach cost them a Quake Stomp or a Claw grapple.
- Open by marching in. Walk straight into the cluster so two or more heroes are in reach and inside the 15-ft. Stomp radius, then Multiattack the nearest melee threat.
- Kill-priority is the shell. The PCs must crack it (bloodied) to remove its damage resistance. Make sure they understand that breaking it also enrages it (+2d6 on claws) so they feel the trade.
- When bloodied, go berserk. Drop the patient turtle act, push forward with Grinding Advance, and aim Quake Stomp at the densest knot of players every recharge.
- Three ways to run it: as a lone siege-monster centerpiece (use all legendary actions); as a slow wall fronting a turtle-monk warband; or as a roving environmental hazard that the party must outmaneuver rather than out-damage.
Hae-god
Huge monstrosity, lawful neutral
CR 11 · 7,200 XP · GUIDELINELiving Bulwark. Signature. Hae-god's domed shell is a moving fortress. While its shell is intact it has resistance to nonmagical weapon damage and three-quarters cover for any creature directly behind or beneath it. The first time it is reduced to half its hit points or fewer (bloodied), the shell cracks: it loses that resistance, but its claws deal an extra 7 (2d6) damage on every hit for the rest of the encounter as the wounded god rages.
Siege Monster. Hae-god deals double damage to objects and structures.
Unstoppable March. Difficult terrain made of nonmagical plants, sand, or rubble doesn't cost Hae-god extra movement, and it can move through a space of a Large or smaller creature, shoving that creature aside (the creature must succeed on a DC 16 Strength save or be knocked prone).
Actions
Multiattack. Hae-god makes two Claw attacks. It can use Trample (if available) in place of one Claw.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and a Large or smaller target is grappled (escape DC 16).
Trample. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage. Hae-god can move through the target's space when it uses this attack.
Quake Stomp (Recharge 5-6). Hae-god slams its bulk down. Each creature within 15 ft. must make a DC 16 Dexterity saving throw, taking 28 (8d6) bludgeoning damage and falling prone on a failure, or half damage and remaining standing on a success.
Bonus Actions & Reactions
Withdraw (Reaction). When hit by a melee attack while its shell is intact, Hae-god pulls its limbs inward, granting itself +4 AC against that attack. If the attack still hits, it takes half damage from it.
Legendary Actions (3/Round)
Shift. Hae-god moves up to half its speed without provoking opportunity attacks.
Claw. Hae-god makes one Claw attack.
Grinding Advance (Costs 2 Actions). Hae-god moves up to its speed in a straight line. Each creature in its path must succeed on a DC 16 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.
A colossal dome of overlapping golden plates, ridged and knobbed like a sunlit mountain, dragging itself forward on a hundred segmented legs while great crab-claws sweep the path clear. The turtle-monks of the Monastery walk in its shadow and call it their living temple.
Hae-god, Bound
Companion · acts on your initiative
Bound · GUIDELINEShell Wall (signature). While within 5 ft. of Hae-god or another ally, the Shieldbearer and that ally have half cover. As a bonus action it can plant its tower shield to grant an adjacent ally three-quarters cover until the start of its next turn.
Actions
Temple Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength save or be knocked prone.
Reactions
Interpose. When an ally within 5 ft. is hit by an attack, the Shieldbearer can take the hit instead, taking the damage in their place.
A stooped, shell-backed monk who has sworn never to draw blade except in the god's shadow, fighting only to keep the line unbroken.
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 lumbering set-piece terror, not a duelist. Open by marching into the party so it threatens several PCs, then alternate Claw and Quake Stomp to keep low-level fighters prone. Kill-priority is its shell first; at this tier the heroes survive only by spreading out so one Stomp can't catch them all.
Lead with Quake Stomp the instant two or more PCs cluster, then grapple the squishiest caster with a Claw and drag them under the shell. Pair it with a Turtle-monk Shieldbearer or two so ranged heroes can't simply kite it. Push the party to break it bloodied before its enraged claws start landing extra damage.
Solo boss: spend legendary actions on Shift and Grinding Advance to herd the party into a corner, then Quake Stomp on recharge. Kill-priority for the heroes is cracking the shell to strip its resistance; warn them the cracked god hits much harder, so it is a race. Use Withdraw to shrug off the rogue's big hit and keep the fight grinding past the bloodied turn.
Put Hae-god 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 Hae-god?
Native challenge rating 11 (7,200 XP), built for an 11th-15th level party as a solo siege-boss. Scaled-down stat lines for Tier 1 (CR 2-ish) and Tier 2 (CR 6-ish) parties are provided in the tiers table; the traits and actions stay identical and only the numbers move.
Can Hae-god be a companion or ally?
As a walking temple it can absolutely be a friendly faction guardian rather than a foe. For a player-side ally, lean on the Turtle-monk Shieldbearer companion block; for the god itself, run it as an immovable bulwark the party shelters behind in a siege, acting once or twice a round rather than as a full PC.
Why is Hae-god a monstrosity and not a beast or construct?
It is a venerated, semi-divine shell-creature with tremorsense, siege strength, and an unnatural living-fortress shell, which places it firmly in the SRD monstrosity bracket rather than a mundane beast. It understands speech but cannot speak, reinforcing the sacred-monster framing of the turtle-monk lore.
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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