The White Hour

In the oldest hymns, she was once named the First Hour, keeper of the road between dawn and ending. After ages beyond counting, she ceased to care whether mortals called her saint, queen, or god. She wanders now as a living interval, a pause in creation made flesh. Some believe she can grant a life the mercy of delay or the curse of arrival too late. Others insist she has forgotten both kindness and cruelty, and that only violence persuades her to answer.

SmallCelestial(Time Goddess)CR 30Neutral

The White Hour

celestialsololegendarymythictimegoddessradiantmountainhumanoid-form
HP525AC22SPD20 ft., fly 60 ft. (hover)CR30InsightPerceptionReligion
STR
12
DEX
22
save
CON
38
save
INT
30
WIS
34
save
CHA
35
save
Legendary Actions. The goddess can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.
Legendary Resistance. If she fails a saving throw, she can choose to succeed instead, 3 times per day.
Divine Grace. The goddess's AC includes a supernatural distortion of timing. She is not rendered helpless by age, hunger, or fatigue.
Temporal Slip. The goddess can move through a space as narrow as 1 inch wide without squeezing, as time itself yields around her.
Magic Resistance. The goddess has advantage on saving throws against spells and other magical effects.
Multiattack. The goddess makes two Chronal Touch attacks or one Chronal Touch and one Time Shear attack.
Chronal Touch. Melee Spell Attack: to hit, reach 5 ft., one target. Hit: 45 () radiant damage plus 45 () temporal damage, and the target must succeed on a Constitution saving throw or age, slowing its body and reflexes. On a failed save, the target is restrained until the end of its next turn, and its speed is halved for 1 minute. A creature that fails the save by 5 or more is also stunned until the end of its next turn. A creature reduced to 0 hit points by this attack disintegrates into golden dust and fossilized motes of time.
Time Shear. Ranged Spell Attack: to hit, range 240 ft., one target. Hit: 54 () force damage plus 27 () radiant damage, and the target must succeed on a Wisdom saving throw or be unable to take reactions until the end of its next turn. If the target is concentrating, it has disadvantage on the saving throw.
Eclipse of Ages. The goddess opens a seam in the age of the world in a 60-foot cone. Each creature of her choice in that area must make a Dexterity saving throw. On a failed save, a creature takes 72 () radiant damage and is knocked prone as the years around it collapse inward. On a success, it takes half damage and is not knocked prone. Structures and objects in the area crack, corrode, and age visibly, but magical objects have advantage on the save.
Moment Reversal. When a creature the goddess can see hits her with an attack, she halves the damage from that attack. If the attacker is within 30 feet, it must also succeed on a Constitution saving throw or be slowed until the end of its next turn.
Drift. The goddess moves up to half her speed without provoking opportunity attacks.
Age the Moment (Costs 2 Actions). One creature the goddess can see within 60 feet must succeed on a Constitution saving throw or take 27 () temporal damage and have its speed reduced to 0 until the end of its next turn.
Temporal Cataclysm (Costs 3 Actions). The goddess uses Eclipse of Ages.
Cantrips
Innate Temporal MagicTransmutation At will, without components. She can cast detect magic, time stop, and teleport, but only teleport to a location she can see or has seen before.
3rd level
Temporal IntercessionTransmutation 3/day each, without components. She can cast slow, haste, dispel magic, and hold monster.
9th level
Divine Verdict of AgesDivination 1/day each, without components. She can cast foresight and imprisonment.
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