| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +33 |
| DEX | 22 | +6 | +6 |
| CON | 27 | +8 | +17 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 30 | +10 | +33 |
| CHA | 18 | +4 | +4 |
God of Lightning. Whenever Zeus is subjected to Lightning damage, he takes no damage and instead regains a number of hit points equal to the lighting damage taken.
The divine one. All of Zeus weapon attacks are magical
Bane of Cronus. Zeus has spent millennia's fighting a god of time. Whenever Zeus is affected by chronurgy or time magic, he can make a Wisdom save equal to 8 + proficiency + spell casting modifier. On a success, he is immune to the effect.
Immorality: If Zeus would be killed, he is instead knocked unconscious.
Wrath of Olympus. ( Mythic Trait; Charges after a Short or Long Rest). If Zeus would die, he is now gargantuan and is made of cloud, his current hit point total resets to half his hit point maximum, he no longer needs to recharge his Lightning Bolts and Thunder bolts do 1d10 extra damage but he can no longer use, his a Olympian Punch and Karpe and can now use the options in the "Mythic Actions" section for 1 hour.
Legendary Resistance. (4/Day). If Zeus fails a saving throw, she can choose to succeed
Limited Magic Immunity. Unless he wishes to be affected, Zeus is immune to spells of 5th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Zeus's weapon attacks are magical.
Divine magic. Zeus is an 17th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). Zeus has the following spells
At will. Thunder wave, Lightning lure, witch bolt, Thunder clap.
5/day each: Call lightning, gust of wind, Lightning bolt, creation
2/day. True Polymorph
1/day. wish
Multiattack. Zeus can use his Thunder bolt (if he has it). He then makes three attacks: two with his fist or and one with his Karpe. Or one with his Olympian Punch and two with his Lighting bolt.
Olympian Punch. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 33 (4d6 + 15) bludgeoning damage + ( 1d6 ) Lightning damage.
Karpe. Melee Weapon Attack: + 19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 15) slashing damage.
Lightning Bolts. Ranged Weapon Attack: +22 to hit, range 600 ft., eight blasts. Hit: 22 (2d12 + 10) lightning damage.
Thunder bolt (Recharge 5-6): The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Zeus can take 2 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. Zeus regains spent legendary actions at the start of his turn.
Attack. Zeus moves up to half his movement speed and makes one Karpe or Lightning Bolts attack.
If Zeus mythic trait is active, it can use the options below as legendary actions for 1 hour after using Wrath of Olympus.
Conjure Air elemental (Cost 1 actions). Zeus summons a air elemental within a 100ft
Chain lightning (Cost 2 actions). Zeus cast the Chain lighting spell DC 24. range Infront of him.
Atlas' punishment (Cost 2 actions). Zeus, using his power as Lordship of the Sky, bears it's pressure down upon a single point within 30ft of him. The pressure point has a 20ft radius, is considered rough terrain, and those who begin or end their turn within that space must make a DC20 Constitution Saving Throw. On a failed save they take 8d8 force damage, and become prone. On a successful save they take half damage and are do not become prone.
True lightning (Cost 3 actions). Ranged Spell Attack: +22 to hit, range 300 ft., radius 20 ft. Hit: 360 (60d6) lightning or thunder damage.
Hurl Through Tartarus (Costs 4 Actions). The aspect targets a creature he is grappling. The creature must succeed on a DC 25 wisdom saving throw or take 44 (8d10) psychic damage and be banished to Tartarus (The eternal pit in the underworld). At the start of the aspect's next turn, the creature reappears in an unoccupied space within 10 feet of the aspect.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Mount Olympus.
Lair Actions
On initiative count 20 (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:
- Zeus calls down a storm of lighting in a 20 foot radius on a point that he chooses within 120 feet of himself. Each creature in the area must succeed on a DC 20 Dexterity saving throw or suffer 8d6 Lighting damage or half as much on a success.
- Zeus summons 2d4 Air elementals to fight for him.
- Zeus summons a cage made of pure lighting to ensnare a single target within 120 feet of himself. the target must succeed on a DC 20 Strength check or have their movement reduced to 0 and disadvantage on all attacks. the creature can repeat the saving throw at the end of each of its turns
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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6/12/2026 11:11:40 PM
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18
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3
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1.0
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Coming Soon
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