5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Celestials >

Hermes: God of Travel, Merchants and Thievery

Medium celestial (divinity), chaotic neutral

Armor Class 20
Hit Points 202 (27d8 + 81)
Speed 120 ft., fly 80 ft.

STR DEX CON INT WIS CHA
16 (+3) 30 (+10) 16 (+3) 22 (+6) 11 (+0) 24 (+7)

Saving Throws Dex +16, Int +12, Cha +13
Skills Acrobatics +16, Athletics +9, Deception +13, Perception +6, Sleight of Hand +16, Stealth +16
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, grappled, restrained
Senses passive Perception 16
Languages auran, Celestial, Common
Challenge 19 (22,000 XP)

Special Traits

  • Legendary Resistance (3/day). If Hermes fails a saving throw, he can choose to succeed instead.
  • Godly Weapons. Hermes’ weapon attacks are magical.
  • Evasion. If Hermes is subject to a spell that would allow him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful saving throw and only half damage on a failed saving throw.

Actions

  • Racing Boom. Hermes uses his movement and Dash action to move at an incredible speed, breaking the sound barrier. After running 120 feet, a thunderous detonation resounds around Hermes. Each creature within 30 feet must succeed on a DC 24 Constitution saving throw or take 44 (8d8) thunder damage and be knocked prone. On a success, damage is halved and the creature is not knocked prone.
  • Lullaby for Argus. Hermes sings while playing his Lyre around the battlefield. If Hermes’ concentration is not broken by the start of his next turn, every creature in in a 30 ft. radius must succeed on a DC 21 Wisdom saving throw or magically fall asleep. After failing three saving throws, the creature’s hit points are reduced to 0, and it stops making saving throws. After succeeding on three saving throws, the creature wakes up from the disease, and the spell ends. While asleep, the creature takes 22 (4d10) psychic damage at the start of each of its turns.
  • Multiattack. Hermes makes two Quick Blade attacks.
  • Quick Blade. Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 60 ft., one target. Hit: 30 (8d4 + 10) piercing damage. Hermes makes a uncountable number of attacks with his daggers

Legendary Actions

Hermes 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. Hermes regains spent legendary actions at the start of his turn.

  • Attack. Hermes makes a Quick Blade attack.
  • Thievery. Hermes attempts to steal an unworn item from a target within 10 feet of himself. The target must beat Hermes in a contested check (Sleight of Hand against Athletics or Acrobatics).
  • Colliding Light (Costs 2 Actions). Hermes sprints through a target he can see within 60 feet, forcing it to succeed on a DC 24 Dexterity saving throw or take 37 (5d10 + 10) force damage (no damage on a success).

About

Hermes is the god of boundaries, transitions, travelers, roads, commerce, trade, thieves, sports, invention, literature and poetry. He is messenger of the gods and guide to the underworld. He is mischievious, charismatic, and the fastest of the gods.

Section 15: Copyright Notice

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