Hades
Armor Class: 22
Hit Points: 775
Speed: 40 ft., burrow 30 ft., fly 40 ft.
Saving Throws: constitution, intelligence, charisma
Damage Resistances: Cold, Necrotic
Damage Immunities: Fire, Poison
Damage Vulnerabilities: Radiant
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, on
Challenge: thirty
STR 26 (+8)
DEX 18 (+4)
CON 28 (+9)
INT 26 (+8)
WIS 28 (+9)
CHA 30 (+10)
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.
- Soul-Shattering Wail.
- Grasp of the Styx.
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
- Shadow Step.
- Command the Dead.
- Judgment of the Unseen.
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.
- 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.
- 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.