Advantage. Zeus has advantage on all spellcasting attacks.
Spellcasting. Zeus is a 9th-level spellcaster. Its spellcasting ability is WIS (spell save DC 30, + 8 to hit with spell attacks). Zeus has the following spells prepared:
Cantrips (at will): acid splash, thunderclap, true strike
5th level (5 slots): cloud kill, immolation, animate objects
9th level (5 slots): time stop, meteor swarm, power word kill
Charm. The creature rolls a CON saving throw and if they fail they are prone to all atacks and is Immobilized for 3 turns. at the start of each turn the creature can reroll to escape the efect.
God punch. Melee Weapon Attack: +15 to hit, reach 50 ft., 5 targets. Hit: 25 (1D20 + 9) bludgeoning damage.
lazer eyes. RangedWeapon Attack: +15 to hit, range 120 ft., 1 target. Hit: 30 (2d12 + 8) lightning damage.
Swipe. RangedWeapon Attack: Zeus lays his arm on the ground and slides his hand across the land, the player must make a DEX saving throw (17+) and on failiure: +15 to hit, range 120 ft., 1 target. Hit: 30 (2d12 + 8) lightning damage.
Zeus can do 2 mythic actions per turn, and has to wait 1 turn to do more.
Titan call (1 action). Zeus lets out a horrible shriek and summons 2 planetars and 3 liches, which the party has to defeat before going back to fight zeus.
Summon the dead(1 action). Zeus slams the ground and anyone in a 50 ft radius taks 1D8 bludgeoning damage. after Zeus slams the ground, 5 liches, one demilich, 5 beholder zombies, and 10 zombies for the party to fight
Rest (1 action). Zeus sits down and for 1 turn he vulnerable to all bludgeoning damage, but after that period he has two extra actions for the next turn and can has all of his spell slpts cleared. he also has advantage on all attacks on his next turn.
Description
Zeus looks like a 40 year old man with a toga. he has a long white beared and is wearing sandals.
*Note Zeus is not ment to be serious. he is a joke characture and not ment for a campaign. he could clearly end you party in a TPK
Lair and Lair Actions
On the top of the highest mountain in the land there is a great cathedral were he resides.
Lair Actions
On initiative count 0 (losing initiative ties), Zeus takes a lair action to cause one of the following effects; Zeus can’t use the same effect two rounds in a row:
- Any creature in a 50 ft radius automaticly is prone to all attacks for 1 round.
- Any creature in a 10 foot radius taks 2D12 bludgeuoning damage automaticly. No saving throws.
Regional Effects
The region containing a mythic Zeus’s lair is Charmed, which creates one or more of the following effects:
- All creatures that fail a saving throw of 18 or higher have disadvantege on all turns, exept for the creature Zeus summoned.
- All creatures that Zeus summons that are in the radius gain +3 INT
If Zeus dies, these effects fade over the course of 1d4 days.
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