Hades
Armor Class: 22
Hit Points: 780
Speed: 40 ft., burrow 30 ft., fly 40 ft.
Saving Throws: constitution, intelligence, charisma
Damage Resistances: Acid, Fire, Lightning, Thunder
Damage Immunities: Cold, Necrotic, Poison
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Exhaustion
Senses: blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., truesight 120 ft., passive Perception 17
Languages: Common, Abyssal, Celestial, Infernal, on
Challenge: thirty
STR 26 (+8)
DEX 18 (+4)
CON 28 (+9)
INT 26 (+8)
WIS 24 (+7)
CHA 30 (+10)
Traits
- Lord of the Dead. Hades is immune to the frightened and charmed conditions. Additionally, any undead creature within 60 feet of Hades must succeed on a DC 25 Wisdom saving throw or be unable to attack him.
- Magic Resistance. Hades has advantage on saving throws against spells and other magical effects.
- Unseen Sovereign. While wearing the Helm of Darkness, Hades is invisible to all creatures, and he cannot be detected by any means, including blindsight, tremorsense, or divination magic.
- Legendary Resistance. If Hades fails a saving throw, he can choose to succeed instead.
Actions
- Bident Thrust. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 22 (4d10) necrotic damage.
- Soul-Shattering Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage and the target must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.
- Breath of the Underworld. Hades exhales a cloud of necrotic ash in a 60 ft. cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 77 (22d6) necrotic damage on a failure, or half as much on a successful one.
- Shadow Bolt. Ranged Spell Attack: +16 to hit, range 120 ft., one target. Hit: 45 (10d8) necrotic damage.
Bonus Actions
- Step of the Grave. Hades teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of his destination must succeed on a DC 23 Wisdom saving throw or be frightened of him until the end of his next turn.
- Command the Dead. Hades forces one creature he can see within 60 feet to make a DC 23 Wisdom saving throw. On a failure, the target uses its reaction to make one weapon attack against a creature of Hades's choice within its reach.
Reactions
- Unyielding Sovereign. When Hades is hit by an attack, he can impose disadvantage on the attack roll. If the attack misses, he can make one Bident Thrust against the attacker.
Legendary Actions
- Shadow Step.
- Bident Strike.
- Judgment of the Dead.
Lair Actions
- Rivers of Torment. Spectral hands rise from the ground in a 20-foot radius centered on a point Hades can see. Each creature in that area must succeed on a DC 22 Strength saving throw or be restrained by the spirits of the damned until initiative count 20 of the next round.
- Closing the Gates. Hades seals the exits of his realm. For 1 minute, no creature can teleport or use planar travel to leave the lair.
- Veil of Darkness. Magical darkness fills a 60-foot-radius sphere centered on Hades. Nonmagical light cannot illuminate this area, and creatures within it have the blinded condition.
Regional Effects
- Eternal Melancholy. Creatures within 6 miles of Hades's lair feel a profound sense of hopelessness, often losing the will to strive for future goals or ambitions.
- The Unseen Watcher. The sensation of being observed by thousands of invisible eyes persists throughout the region; local wildlife becomes unnaturally silent and avoids the area entirely.
- Spectral Flora. Plants within 1 mile of the lair turn gray and brittle, shedding leaves that turn to ash before hitting the ground.