Hades: God of the Underworld

Medium celestial (divinity), neutral

Armor Class 20 (natural armor)
Hit Points 408 (43d8 + 215)
Speed 40 ft.

16 (+3) 26 (+8) 20 (+5) 18 (+4) 27 (+8) 19 (+4)

Saving Throws Dex +16, Con +13, Wis +16, Cha +12
Skills Animal Handling +16, History +12, Insight +16, Perception +16, Religion +12, Stealth +16
Damage Immunities fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Blinded, charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 26
Languages Celestial, Common, Primordial, Terran, Undercommon; telepathy 120 ft.
Challenge 25 (75,000 XP)

Special Traits

  • Legendary Resistance (3/day). If Hades fails a saving throw, he can choose to succeed instead.
  • Godly Weapons. Hades weapon attacks are magical.
  • Innate Spellcasting. Hades’ innate spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:


  • Summon the Guardian (1/day). Hades summons Cerberus in an unoccupied space within 30 feet to fight alongside him.
  • Soul Syphon (Recharge 5-6). Hades inhales souls in a 60 ft. cone. Each creature in the affected area must make a DC 21 Constitution saving throw, taking 71 (13d10) necrotic damage on a failed save, or half as much damage on a successful one. If the creature is frightened and misses the saving throw by 10 or more, its hit points are reduced to 0 instead.
  • Multiattack. Hades uses his Frightful Presence and makes 2 Beyond’s Grasp attacks.
  • Frightful Presence. Each creature aware of Hades and within 120 feet, that he chooses, must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect otherwise ends for it, the creature is immune to Hades’ Frightful Presence for the next 24 hours.
  • Beyond’s Grasp. Melee Spell Attack: +16 to hit, reach 30 ft., one target. Hit: 24 (3d10 + 8) necrotic damage. In addition, the target can’t regain hit points 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 at the end of another creature’s turn. Hades regains spent legendary actions at the start of his turn.

  • Beyond’s Grasp. Hades makes a Beyond’s Grasp attack.
  • Instill Fear. Hades speaks to the mind of a creature within 120 feet of himself. That creature must succeed on a DC 24 Wisdom saving throw or be frightened until the end of its next turn.
  • Spellcasting (Costs 2 Actions). Hades casts a spell.
  • Helm of Tartaros (Costs 2 Actions). Hades uses his helm and summons a 120 ft. radius sphere of magical darkness centered on himself. The darkness spreads around corners and last until the start of Hades’ next turn. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.


Hades is the god of the underworld. He is also king of the dead, spirits, the dark arts, darkness, riches and hidden treasures. He is the son of the titans Kronos and Rhea and took part in the Titanomachy (the war between the Olympians and the titans) alongside his brothers Zeus and Poseidon. He owns the Helm of Darkness; a legendary artifact that enables him to remain unseen by all.

Section 15: Copyright Notice

Dungeons & Divinities: Greek Pantheon Codex Copyright 2020 Nicolas (Zehus) Levastre Author: Nicolas (Zehus) Levastre.

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