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Hae-god — Mythological Miniatures STL miniature by Clay Cyanide

Hae-god

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community1,825 views · 91 likes

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

Hae-god

Huge monstrosity, lawful neutral

CR 11 · 7,200 XP · GUIDELINE
AC 18 (natural plate-shell) HP 207 (18d12+90) Speed 30 ft., burrow 20 ft.
STR23+6
DEX8-1
CON20+5
INT7-2
WIS16+3
CHA13+1
SavesCon +9, Wis +7
SkillsPerception +7
Resistfire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks while shell is intact
Immpoison; poisoned, prone
Sensestremorsense 60 ft., darkvision 60 ft., passive Perception 17
Languagesunderstands Common but can't speak

Living 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 · GUIDELINE
AC 17 HP 124 (scaled ×0.6) Speed 30 ft., burrow 20 ft.
STR23+6
DEX8-1
CON20+5
INT7-2
WIS16+3
CHA13+1

Shell 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.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d10+16 (60) To-hit+4Save DC13

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.

Tier 2Levels 5-10 · GUIDELINE
AC16HP12d12+48 (126) To-hit+7Save DC15

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.

Tier 3Levels 11-15 · NATIVE
AC18HP18d12+90 (207) To-hit+9Save DC16

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

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

Played Hae-god 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.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included