Zeus (5e Creature)

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Zeus, Father of Gods and Mortals[edit]

Large celestial, chaotic good

Armor Class 40 (natural armor)
Hit Points 10045 (490d10 + 7350)
Speed 360 ft., fly 1,440 ft.

50 (+20) 30 (+10) 40 (+15) 30 (+10) 40 (+15) 50 (+20)

Saving Throws Str +46, Dex +36, Con +41, Int +36, Wis +41, Cha +46
Skills Acrobatics +36, Animal Handling +41, Arcana +36, Athletics +46, Deception +46, History +36, Insight +41, Intimidation +46, Investigation +36, Medicine +41, Nature +36, Perception +41, Performance +46, Persuasion +46, Religion +36, Sleight of Hand +36, Stealth +36, Survival +41
Damage Immunities bludgeoning, piercing, or slashing damage that isn't from an artifact; acid, cold, fire, lightning, thunder
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight (no range limit), passive Perception 51
Languages all languages; telepathy (no range limit)
Challenge 99 ( XP)

Creative Blood. If Zeus takes at least 20 points of damage from an attack, his blood transforms into a random monster of CR 24 or lower once it hits the ground. This ability can only trigger once per round.

Electrified Weapons. Zeus' weapon attacks are magical, count as artifacts and deal an extra 105 (30d6) lightning damage on a hit (included in the attack).

Infinite Strength. All the Greek gods together couldn't lift Zeus off his throne. He automatically succeeds on all opposed Strength checks, and attempts to use Athletics against him for example to grapple him automatically fail.

Legendary Resistance (20/Day). If Zeus fails a saving throw, he can choose to succeed instead.

Mythic Spellcasting. Zeus' spellcasting ability is Charisma (spell save DC 54, +46 to hit with spell attack rolls). He can cast the following spells, with no components:

At will: any spell of 15th level or lower

20/day each: any spell of 16th level or higher

Palingenesis. When Zeus is reduced to 0 hit points or killed, only his physical shell is destroyed. He will reform at a later point.

Regeneration. Zeus regains 100 hit points at the start of his turn.

Siege Monster. Zeus deals triple damage to objects and structures.

Spell Immunity. Zeus cannot be affected or detected by spells of 9th level or lower unless he wishes to be.


Multiattack. Zeus uses Lightning Storm and/or Frightful Presence if he wishes; he then makes six spear attacks.

Frightful Presence. Each creature of Zeus' choice that Zeus can see must succeed on a DC 54 Wisdom saving throw or take 28 (8d6) psychic damage (this damage can be prevented if the creature can't see Zeus) and be frightened for 1d4 days. While frightened in this way, a creaure is stunned. A creature can repeat the saving throw at the end of each of each of it's turns, ending the effect on a success.

Lightning Storm. Zeus magically creates up to ten bolts of lightning, each of which can strike a target Zeus can see. Each creature within 10 feet of that point must make a DC 54 Dexterity saving throw, taking 220 (40d10) lightning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one lightning bolt is affected only once.

Spear. Melee or Ranged Weapon Attack: +46 to hit, reach 10 ft. or range 300 ft./1,200 ft., one target. Hit: 110 (20d8 + 20) piercing damage plus 105 (30d6) lightning damage. The spear instantly teleports to Zeus' hand after he attacks with it if he throws it.

Teleport. Zeus teleports to any place on the same plane where he wants to be, with no chance of failure.


The Zeus can take 5 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. The Zeus regains spent legendary actions at the start of its turn.

Attack. Zeus makes a spear attack.

Move. Zeus moves up to his speed or flys up to half of his flying speed.


Defacto leader of the Olympian Pantheon, Zeus usually appears as an aged but powerfully built man sporting a gray or white flowing beard standing about 15 feet tall.

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