Hadhayosh, The Celestial Ox of Judgment
“Behold the Hadhayosh: a colossal, ancient ox whose flesh grants immortality and whose very steps once bridged continents!”

The Hadhayosh is an awe-inspiring, oxen-like creature standing nearly 30 feet tall at the shoulder. Its body is forged from bronze-hued muscle and bone, covered in short, silver-white fur that shimmers with divine luminescence. Massive curling horns jut from its skull like carved ivory crescents, inscribed with runes older than time. Its eyes glow with a soft gold light, calm yet unyielding—like the judgment of gods. A thick mane of ethereal flame runs along its spine, flickering between blue and gold.
Behaviour
The Hadhayosh is a solitary, timeless being that moves with serene purpose. It does not eat, sleep, or age. It seldom reacts to provocation unless the natural or divine order is threatened. When roused, it becomes a living tempest—unstoppable, precise, and terrifying in its power. Its breath can purify or destroy, depending on the worthiness of those before it. The creature often appears at pivotal moments in history, usually silently observing but occasionally intervening.
Habitat
Hadhayosh dwells in the Threshold Lands—interstitial realms between life and afterlife, dream and memory. These places are unreachable by mundane travel and appear only to chosen individuals or during cosmic convergences. Some legends say it rests beneath the roots of the Tree of Eternal Flame, while others claim it wanders the edge of the world, waiting for the End of Time.
Modus Operandi
The Hadhayosh acts only in alignment with cosmic justice. When summoned or provoked, it executes swift, divine judgment: trampling armies, purifying lands tainted by chaos, or transporting heroes across impossible distances atop its back. It does not linger. Its combat style is overwhelming and ritualistic—each stomp a quake, each bellow a wave of sanctified fire. Its presence bends reality: time slows, sins rise to the surface, and mortals feel the weight of eternity.
Motivation
A servant of the cosmic balance, the Hadhayosh seeks the preservation of divine order. It is the enforcer of destiny and the bearer of the sacred elixir of immortality, which it will release only at the world’s final reckoning. It holds no malice, but neither does it show mercy when order is at stake. It is prophecy made flesh, waiting for the final chapter to begin.
Hadhayosh 5e
Hadhayosh, Pathfinder
Hadhayosh

Colossal Celestial (Mythic), Lawful Neutral
Armor Class 26 (natural armor)
Hit Points 1,120 (80d20 + 480)
Speed 80 ft., burrow 40 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
38 (+14) | 14 (+2) | 32 (+11) | 24 (+7) | 30 (+10) | 34 (+12) |
Saving Throws Str +22, Con +19, Wis +18, Cha +20
Skills Insight +18, Perception +18, Religion +17, History +15
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, radiant, poison
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses truesight 240 ft., passive Perception 28
Languages all, telepathy 240 ft.
Challenge 30 (155,000 XP) Proficiency Bonus +10
Mythic: Yes
Divine Nature.
Hadhayosh does not require air, food, drink, or sleep.
Legendary Resistance (3/Day).
If Hadhayosh fails a saving throw, it can choose to succeed instead.
Mythic Form (1/Day).
When reduced to 0 hit points, Hadhayosh does not die. Instead, it regains 500 hit points and transforms into a being of pure radiant power for 1 minute:
- Immunity to all conditions.
- Attacks deal an additional 6d10 radiant damage.
- Activates the Aura of Eternal Judgment.
Aura of Eternal Judgment (Mythic Form Only).
A 120-foot radius aura emanates from Hadhayosh:
- Enemies: Can’t regain hit points. At the start of their turn, must succeed on a DC 26 Wisdom saving throw or be stunned until the start of their next turn.
- Allies: Gain advantage on saving throws and regain 20 hit points at the start of their turn.
Innate Spellcasting (Divine).
Hadhayosh’s spellcasting ability is Charisma (spell save DC 28, +20 to hit). It can innately cast the following spells, requiring no material components:
At will: sanctuary, detect evil and good, zone of truth, purify food and drink, control weather
3/day each: greater restoration, holy aura, flame strike (9th level), mass heal, wall of radiance¹
1/day each: plane shift (self and willing allies only), storm of vengeance, divine word, true resurrection, wish²
¹Wall of Radiance functions as wall of fire, but deals radiant damage and blinds fiends and undead.
²Hadhayosh can only use wish to undo a great moral wrong, resurrect a pure soul, or enact divine justice.
Actions
Multiattack.
Hadhayosh makes three attacks: one with Gore and two with Hoof Strike.
Gore.
Melee Weapon Attack: +24 to hit, reach 15 ft., one target.
Hit: 84 (12d12 + 14) piercing damage plus 36 (6d12) radiant damage.
Hoof Strike.
Melee Weapon Attack: +24 to hit, reach 10 ft., one target.
Hit: 60 (8d10 + 14) bludgeoning damage. The target must succeed on a DC 26 Constitution saving throw or be knocked prone and stunned until the end of its next turn.
Breath of Consecration (Recharge 5–6).
Hadhayosh exhales radiant flame in a 120-foot cone. Each creature of its choice must make a DC 27 Constitution saving throw, taking 180 (20d12) radiant damage on a failed save, or half as much on a success. A failed save also blinds and silences the target for 1 minute.
Reality Step (Recharge 4–6).
Up to 10 creatures of Hadhayosh’s choice within 90 feet must make a DC 25 Wisdom saving throw. On a failure, they are banished into a divine maze of judgment (as maze) for 1 minute.
Oxen’s Judgment (1/Day).
Hadhayosh unleashes a karmic shockwave. Each creature of its choice within 120 feet must succeed on a DC 28 Wisdom saving throw at the start of each of its turns for 1 minute or become incapacitated and take 6d12 psychic plus 6d12 radiant damage. Undead and fiends are banished on a failed save. Lawful and good-aligned creatures are immune.
Legendary Actions
Hadhayosh can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Divine Stomp.
A tremor erupts at a point Hadhayosh can see within 60 feet. Each creature in a 20-foot radius must make a DC 26 Dexterity saving throw or fall prone and take 40 (6d10) force damage.
Glimpse of Finality (Costs 2 Actions).
A creature within 60 feet sees a vision of its death. It must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. While frightened, it takes 4d10 psychic damage at the start of each of its turns. The creature can repeat the save at the end of each of its turns.
Milk of Eternity (Costs 3 Actions).
Hadhayosh heals a creature it can see for 100 hit points and removes all curses, conditions, poisons, and diseases. If the target is undead or a fiend, it instead takes 100 radiant damage (no save).
Regional Effects
The region within 6 miles of Hadhayosh is transformed by its divine presence:
- Law Made Flesh. Time, gravity, and weather stabilize. Wild magic fails. Spells with chaotic traits (e.g. chaos bolt) automatically fail.
- Path of the Righteous. Good-aligned creatures gain advantage on saving throws against fear, exhaustion, and disease. Evil-aligned creatures cannot hide, and take 2d10 radiant damage each dawn.
- Milk of Immortality. Natural springs produce Haomil, a silvery nectar. Drinking it restores 50 HP, cures all ailments, and grants immunity to aging for 1 year (once per creature). Evil creatures take 10d10 radiant damage instead.
- Echoes of Judgment. Each night, intelligent creatures must make a DC 18 Wisdom saving throw or dream of a past moral failure. Accepting the lesson grants +1 to Wisdom checks and saves for 7 days. Rejecting it causes 1 level of exhaustion at dawn.
- Herald of Renewal. Crops flourish, animals give birth, and the dead cannot rise as undead. Clerics and paladins regain one additional spell slot of their highest level each day.
These effects end if Hadhayosh dies or departs the region. In Mythic Form, the area becomes a divine realm beyond mortal comprehension.
Hadhayosh

This titanic bull has skin like brass and a mane of flames. It towers over the treetops, stopping periodically to eat from the foliage above. Mighty twisted horns thrust forward from above its massive head. Its hooves are cloven and a powerful tail thrashes about behind it.
Created by a deity of the forge in ancient times, hadhayoshes tower over the lands, symbols of the power of the gods and the fury of the desert. While they look similar to oxen in general shape, these massive beasts have skin like beaten brass and flames that leap from their heads and backs in radiant manes. They are typically docile creatures motivated primarily by the urge to sleep, reproduce, and eat, in that order, though a certain wanderlust afflicts the beasts, causing them to roam over vast territories.
When angered, hadhayoshes become ferocious, striking out with rage at any creature that would dare to challenge them. They are not accustomed to lesser creatures causing trouble for them, though they often find themselves prey for other giants such as dragons.
Strangely uniform in size, as if measured to divine specifics, all adult hadhayoshes stand 52 feet tall and weigh exactly 57 tons.
Hadhayosh CR 18 |
Always N Gargantuan magical beast (fire) Init +2; Senses Listen +13, Spot +13 |
Defense |
AC 34, touch 8, flat-footed 32 (+2 Dexterity, +26 natural, -4 size) hp 264 (23d10+138) Fort +21, Ref +15, Will +9 DR 10/-; Immune acid, electricity, fire, sonic |
Offense |
Speed 40 ft. Melee gore +31 (4d6+12 plus 1d6 fire/19-20) and bite +29 (2d6+6 plus 1d6 fire) and 2 hooves +29 (2d8+6 plus 1d6 fire) Space 20 ft., Reach 15 ft. Special Attacks frightful charge, heat, rush, stench |
Statistics |
Strength 35, Dexterity 15, Constitution 22, Intelligence 3, Wisdom 10, Charisma 14 Base Atk +23; Grapple +47 Feats Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Bull Rush, Improved critical (gore), Power Attack Skills Listen +13, Spot +13 Languages Ignan SQ godforged horns |
Ecology |
Environment warm hills and deserts Organization solitary or pair Treasure none Advancement 23-40 HD (Gargantuan), 41+ HD (Colossal) |
Special Abilities |
Frightful Charge (Su) A hadhayosh can inspire terror by charging or attacking. A creature charged by a hadhayosh must succeed on a DC 23 Will save or become paralyzed with fear, remaining in that condition as long as they stay within 60 feet of the hadhayosh. This is a mind-affecting fear effect. The save DC is Charisma-based. Godforged Horns (Ex) A hadhayosh’s horns are treated as silver and cold iron for the purposes of overcoming damage reduction. Heat (Ex) A hadhayosh generates so much heat that its mere touch deals additional fire damage. A hadhayosh controls the heat it emits, allowing it to carry riders without harming them. Rush (Ex) Once per minute, the hadhayhosh can move at a speed of 150 feet. Stench (Ex) A foul musk clings to a hadhayosh. Living creatures within 100 feet must succeed on a DC 30 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same hadhayosh’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonuses on their saving throws. The save DC is Charisma-based. |
Riding a Hadhayosh
Hadhayoshes are stubborn animals and, under most situations, refuse to allow even the most skilled handler to ride them. However, a suitable display of divine power impresses these creatures, changing their typical attitude of indifferent to helpful. To do this, a cleric or paladin must channel power through his Holy symbol great enough to affect a 10 HD undead creature (see the Turning undead chart on page 159 of the PH).
A cleric with the Glory, Fire, Strength, or Sun domain gains a +2 bonus on this check (having multiple domains does not cause the bonus to stack). This show of divine might awes a hadhayosh and convinces it to lower its heat ability. Once so compelled, it will allow the character and up to 11 allies to ride it, though the creature will not attack or otherwise go out of its way to aid its riders.