Hades
- Armor Class
- 22
- Hit Points
- 775
- 57d8 + 513
- Speed
- 40 ft., burrow 30 ft., fly 40 ft.
- STR +8
- DEX +4
- CON +9
- INT +8
- WIS +9
- CHA +10
- Saving Throws
- Con +18, Int +17, Cha +19
- Damage Vulnerabilities
- Radiant
- Damage Resistances
- Cold, Necrotic
- Damage Immunities
- Fire, Poison
- Condition Immunities
- Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Exhaustion
- Senses
- darkvision 120 ft., tremorsense 60 ft., truesight 120 ft., passive Perception 19
- Languages
- Common, Abyssal, Celestial, Infernal, telepathy 120 ft.
Traits
- Lord of the Dead. Hades is immune to the frightened and charmed conditions. Additionally, any creature that starts its turn within 60 feet of Hades must succeed on a DC 25 Wisdom saving throw or be unable to regain hit points until the start of its next turn.
- Magic Resistance. Hades has advantage on saving throws against spells and other magical effects.
- Unseen Sovereign. Hades is permanently under the effect of an invisibility spell. This effect does not end when he attacks or casts a spell, and he cannot be detected by divination magic or any other means of magical sensing.
- Legendary Resistance. If Hades fails a saving throw, he can choose to succeed instead.
Actions
- Bident of the Underworld. Melee Weapon Attack: one target. Hit: 4 (1d8) damage.
- Soul-Shattering Wail. Melee Weapon Attack: one target. Hit: 4 (1d8) damage.
- Grasp of the Styx. Melee Weapon Attack: one target. Hit: 4 (1d8) damage.
Bonus Actions
- Shadow Step. Hades teleports up to 60 feet to an unoccupied space he can see. When he arrives, he becomes invisible until the start of his next turn or until he attacks or casts a spell.
- Command the Dead. Hades targets one undead creature he can see within 60 feet. That creature immediately uses its reaction to make one weapon attack against a target of Hades's choice.
Reactions
- Underworld Retribution. When a creature misses Hades with an attack, he forces that creature to make a DC 24 Wisdom saving throw. On a failure, the creature takes 27 (6d8) necrotic damage and is blinded until the end of its next turn.
Legendary Actions
Hades can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only immediately after another creature's turn. Hades regains spent legendary actions at the start of their turn.
- Shadow Step.
- Command the Dead.
- Judgment of the Unseen.
Mythic Actions
- Lord of the Silent Realm. When Hades is reduced to 0 hit points, he does not die or fall unconscious. Instead, he regains 400 hit points, his size increases to Large, and he is wreathed in a cloak of absolute darkness that heavily obscures the area within 20 feet of him. For the next hour, he gains the ability to use the Mythic Actions listed below.
- Gaze of the Abyss. Hades locks eyes with a creature he can see within 120 feet. The target must succeed on a DC 25 Wisdom saving throw or be paralyzed as they experience the crushing weight of eternity.
- Bident of the Underworld. Hades makes two attacks with his bident. On a hit, the target must succeed on a DC 24 Constitution saving throw or have their hit point maximum reduced by an amount equal to the damage dealt.
Lair Actions
- Shifting Foundations. The ground within the lair ripples like water. Each creature other than Hades must succeed on a DC 20 Strength saving throw or be knocked prone and pushed up to 20 feet in a direction of Hades's choice.
- Veil of Lethe. A thick, gray fog fills the lair. Creatures within the fog have disadvantage on Wisdom (Perception) checks, and any creature that starts its turn in the fog must succeed on a DC 20 Intelligence saving throw or forget the events of the last minute.
- Summon Shades. Hades summons 1d4 shadows or wraiths from the floor. They appear in unoccupied spaces and act immediately after Hades in the initiative order.
Regional Effects
- The Weight of Mortality. Within 6 miles of Hades's lair, living creatures feel an inexplicable, crushing sense of melancholy and the constant, irrational feeling that they are being watched by invisible eyes. The effect extends 1 miles from the lair.
- Stilled Life. Flora within 6 miles of the lair grows in muted, desaturated colors, and animals become unnaturally silent, refusing to make a sound even when threatened or injured. The effect extends 1 miles from the lair.
- Omen of the Grave. Dreams within 6 miles of the lair are plagued by visions of one's own death, causing creatures to wake exhausted; they gain no benefit from a long rest unless they are within a consecrated sanctuary. The effect extends 1 miles from the lair.
Origin Story
Hades emerged from the foundational chaos when the multiverse first split into light and shadow. He represents the inevitable stillness that awaits all things, functioning as a pillar of the cosmic architecture.
Habitat and Ecosystem
He dwells within the sprawling, sunless expanse of the Underworld, a place defined by gray fields and rivers of memory. His palace is carved from cold obsidian, resting at the very center of the dead lands where time holds no meaning.