Medium Celestial, Lawful Neutral
AC 19 Natural    Initiative +15 (25)
HP 180 (23d8 + 6)
Speed 400 ft., Fly 180 ft.
Mod Save
STR 16 +3 +3
DEX 30 +10 +33
CON 22 +6 +6
Mod Save
INT 19 +4 +4
WIS 10 +0 +0
CHA 24 +7 +7
Skills Deception +21, Sleight of Hand +30, Stealth +22
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Exhaustion
Senses Truesight 80; Passive Perception 23
Languages None
CR 22 (XP 41,000; PB +7)
Traits

God of speed. Every attack Hermes makes against a creature with a passive perception below 20, The attack has advantage. 

Evasion (5/day). If Hermes is subject to a spell that would allow him to make a Dex 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.

Hermes Caduceus. Hermes's godly weapon grants him the following spells, innate spellcasting ability is charisma (spell save DC 18, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • At will: message, minor illusion, spare the dying, Toll the dead 
  • 5/day each: feign death, haste, blink, Dimension door
  • 3/day each Freedom of Movement, find the path, 
  • 1/day each: Planar shift, Eternalness
Actions

Multiattack. Hermes can make 10 Bare hand attacks or 5 Caduceus attacks.

Bare hand. Melee Weapon Attack: +16 to hit, reach 5 ft., # target. Hit: 1 (1d6 + 10) bludgeoning damage.

Caduceus. Melee Weapon Attack: +18 to hit, reach 5 ft., 1 target. Hit: 1 (1d10 + 10) bludgeoning damage + (1d10 ) radiant damage.

Olympic Dash. 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 .

Adrenaline (once per long rest. Hermes pushes his speed to the limit, for the next 1 minute.  Hermes speed is tripled and he can dash as a bonus action.

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.

Reactions

Godly reflexes.  As a reaction hermes can deflect or catch a missile when he is hit by a ranged weapon attack. When he do so, the damage he take from the attack is reduced by 1d10 + 20. If he reduce the damage to 0, Hermes can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catchs a missile in this way, he  a ranged attack (range 20 feet/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. hermes make this attack with proficiency.

 

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 uses his movement and makes a Caduceus attack.

Olympic dash. (Cost 2 actions) Hermes takes the Olympic dash action.

lullaby. (Cost 3 actions) Hermes takes the lullaby action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

zaidenlightfoot

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