Hathor
Hathor — The Encounter
Horned Lady of Joy, who turns wrath to gladness or to ruin · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Hathor
In the temple-songs of the Two Lands, Hathor is named the Golden One, mistress of love, music, drunkenness, and the joyful dance that quiets a troubled heart. Sistrum and tambourine are her instruments, and the ankh in her hand is the very breath of life she grants to the deserving. Yet the priests warn that her gentleness is only one of her faces. When the elder sun-god sent his Eye against rebellious mortals, that fury wore Hathor's shape and waded through blood until the world was nearly unmade; only a flood of red-dyed beer, mistaken for slaughter, drank her wrath to slumber. So worshippers approach her with festival and offering, never with insult, for the same goddess who heals the grieving and welcomes the dead with bread and water can, in a turning, become the Eye that devours. Her horned crown carries the disk of the sun; her torch is the light that comforts and the light that judges.
Run Hathor in Sixty Seconds
- Pick an aspect every turn. Joy keeps your allies up and fear-proof; Ruin adds radiant damage and shuts off the PCs' healing. Default to Ruin in a hard fight, Joy when your own line is wobbling.
- Kill-priority her early. While Hathor lives, allies near her cheat death (drop to 1 HP, not 0) and Healing Tears refills them — she is a force multiplier, not a damage racer.
- Open with Maddening Joy on a cluster. A failed DC 15 Wisdom save means 5d8 psychic and an incapacitated, helplessly-laughing PC — burn it the moment two or more enemies bunch up.
- When bloodied, flip to Eye of Ruin and lock healing. Damaged creatures can't regain HP until your next turn — strip the cleric's value before you fall.
- Three ways to run her: radiant support behind a boss (Joy aspect, Healing Tears), a vengeful Eye-of-the-sun striker (Ruin, anti-heal), or a festival guardian who only turns wrathful if the party desecrates her temple.
Hathor
Medium celestial, neutral good
CR 6 · 2,300 XP · GUIDELINETwin Aspect (signature). Hathor is joy and fury in one. At the start of each of her turns she chooses an aspect until the start of her next turn. Lady of Joy: allies within 30 ft. of her have advantage on saves against being charmed or frightened, and the first time each ally is reduced to 0 HP within 30 ft. they instead drop to 1 HP. Eye of Ruin: her weapon attacks deal an extra 7 (2d6) radiant damage, and creatures she damages can't regain HP until the end of her next turn.
Radiant Soul. Hathor's torchlight cannot be doused. She sheds bright light in a 20-ft. radius and dim light for an additional 20 ft. at will, and magical darkness in the radius is suppressed.
Actions
Multiattack. Hathor makes two Ankh Touch attacks, or casts a spell and makes one Ankh Touch attack.
Ankh Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) radiant damage.
Maddening Joy (Recharge 5-6). Hathor sings a verse of overwhelming bliss. Each creature of her choice within 30 ft. must make a DC 15 Wisdom save. On a failure a creature takes 22 (5d8) psychic damage and is incapacitated until the end of its next turn as it laughs uncontrollably; on a success it takes half damage and is not incapacitated.
Bonus Actions & Reactions
Healing Tears (Reaction, 3/Day). When a creature Hathor can see within 30 ft. takes damage, she sheds a blessing tear; that creature regains 11 (2d8+2) hit points.
Crowned with cow-horns cradling a solar disk and bearing the ankh of life, the dancing goddess sweeps past a hieroglyph-carved pillar whose torch burns with a light no night can swallow.
Hathor, Bound
Companion · acts on your initiative
Bound · GUIDELINERattle of Gladness (signature). While within 20 ft. of the spirit, allies have advantage on saving throws against being frightened. The spirit cannot be charmed or frightened.
Actions
Ringing Lash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) radiant damage, and the target's next attack roll before the start of the spirit's next turn has disadvantage.
Reactions
Soothing Note. When an ally within 20 ft. fails a saving throw against being charmed or frightened, the spirit rings its sistrum and the ally may reroll, taking the new result.
A shimmer of sound and gold given shape, the sistrum-spirit dances at Hathor's heel, its rattle scattering fear like dust.
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 in Lady of Joy to keep your low-level allies upright, then flip to Eye of Ruin once the party commits. Kill-priority her: while she lives, downed foes pop back to 1 HP. Pair her with a tougher centerpiece — she is the support piece, not the threat.
Open with Maddening Joy on a cluster to incapacitate the back line, then Multiattack the most-wounded PC under Eye of Ruin to lock off their healing. If clustered, she loves it — keep her in Joy aspect near her allies. She is an add-on celestial: stand her beside a flagship boss and let her deny death-saves and healing.
Stay in Eye of Ruin against high-tier parties so nobody out-heals her, opening with Maddening Joy to strip a turn from the strikers. Kill-priority: drop her before she anti-heals the whole fight. Pair her with a larger Egyptian threat — she is the buff-and-denial piece that makes that boss unkillable.
Put Hathor 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 Hathor?
Her home tier is CR 6 (2,300 XP), built for a party of levels 5-10: AC 16, 123 HP, +7 to hit, save DC 15. The block also gives scaled CR 2-style and CR 11-style numbers so you can drop her into a level 1-4 or 11-15 fight without rebuilding her.
Can Hathor be a companion or ally?
Yes. As a neutral good celestial she is a natural patron or ally — she heals with Healing Tears, wards allies from fear, and keeps downed companions clinging to life through Lady of Joy. The bound Sistrum-Spirit can also be handed to a player as a fear-quelling support companion.
Is Hathor a solo boss?
No — she is an add-on celestial, not a centerpiece. She has no legendary actions and shines beside a flagship threat (an Egyptian god or Ammit-style devourer), denying death and healing while the boss does the killing. Run her solo only against a small or low-level party.
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
Played Hathor 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.
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