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Notes · Olympian God Template

Olympian God — Stat Block Template

DM note · CR 30+ · a median stat block, the rules every god follows, and how to make each one different · for when the party picks a fight it cannot win

In the sessions, gods appear as quest givers, disguised lamplighters and stalling bosses with a Pressure Threshold instead of hit points — scaled to the table on purpose. This page is what is behind those cards: the god at full strength, with nothing held back. Use it when a party insults Hera in her own temple, draws steel on Zeus, or decides Ares looks killable.

"You have mistaken my patience for weakness. Everyone does, once."

The target feel is Tiamat, Bahamut, Asmodeus: a creature at CR 30 or beyond whose stat block is a warning, not a challenge. Every Olympian built from this template is tougher than Tiamat (AC 25, 615 HP, CR 30), casts more than an archmage, unmakes mortal magic on reflex, and then comes back. See the Gods & Immortals reference for each god's domains, epithets and relationships.

Certain doom, by design. A god at full power is not an encounter; it is an ending. The house rule stands — gods don't die — and nothing on this page gives the party a way to kill one. A fight against this stat block is won only the way the myths win it: flee, bargain, appeal to another god, pay the price, or be beneath notice. If you put this card on the table, give the players one clear chance to back down first, then let the consequences be mythic (Actaeon, Arachne, Niobe, Marsyas).

The Median Olympian

A generic Olympian with every number set to the median. Copy it, then adjust using the guidelines below and the roster. Orange italics are placeholders to fill in per god; grey italics are guidelines, not text for the finished card.

[Olympian God], [Epithet]

Medium or Gargantuan Celestial (Olympian God), [alignment] · CR 30+ (155,000 XP) · PB +9 · Mythic · Immortal

AC 25 (divine aegis)  |  HP 780 (40d20 + 360)  |  Speed 60 ft., fly 120 ft. (hover) + swim/burrow by domain

Initiative +16 (26) · advantage; can't be surprised

STRDEXCONINTWISCHA
Score262428262830
Mod+8+7+9+8+9+10
Save+17+16+18+17+18+19

Skills Arcana +17, History +17, Insight +18, Intimidation +19, Perception +18, Persuasion +19, Religion +17; two domain skills with expertise (+26 to +28)

Resistances bludgeoning, piercing and slashing from nonmagical attacks; domain resistances

Immunities poison, psychic; domain immunity · charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses truesight 120 ft. (1 mile in their domain), passive Perception 28

Languages all; telepathy 1 mile; hears their own name spoken anywhere on the same plane

Immortal. The god doesn't age, eat, sleep or breathe, and cannot die. At 0 HP (after Ichor Rising), its body breaks apart into light, storm, sea-foam or shadow and reforms in its home domain at the next dawn, remembering everything and everyone.

Ichor Rising (Mythic, 1/Day). The first time the god is reduced to 0 HP, it doesn't fall. It regains all its HP, ends every condition and effect on itself, and its Mythic Actions become available for 1 hour. The party has done the impossible once; now they get to do it again.

Legendary Resistance (5/Day, or 6/Day in their domain). If it fails a saving throw, it can choose to succeed instead. Zeus 7; Zeus's siblings 6; see the roster.

Magic Resistance. Advantage on saving throws against spells and other magical effects.

Beyond Mortal Magic. The god can't be banished, plane-shifted, polymorphed, imprisoned or have its form changed against its will. Mortal divination about it shows what it chooses. Only wish can dispel or counter a spell it casts.

Divine Weapons. Its attacks are magical and ignore resistance. A weapon it drops returns to its hand at the start of its turn.

Divine Veto (Counterspell). The god knows counterspell and casts it without a spell slot 5 times per day (see the roster), at a range of 300 ft. or any creature it can see. Against a god's Veto, the caster makes the Constitution save (DC 27) with disadvantage, and on a failure the spell slot is expended. The first Veto each round costs no reaction.

In Their Domain. In a temple, sacred grove or element that is theirs (Olympus, the sea, the Underworld, a battlefield, a forge, a hearth…), the god has advantage on every saving throw, regains 30 HP at the start of each of its turns, and gains +1 Legendary Resistance. This replaces lair actions, which the house rules don't use.

Hears Their Name. The god knows when it is prayed to, cursed, or lied about in its own name, and roughly where.

Multiattack. 2–6 attacks with the signature weapon, depending on the god (Ares 6, Artemis 5, Zeus 4, Aphrodite 2). The god can replace any attack with Divine Command or a spell of 5th level or lower.

[Signature Weapon]. Melee or ranged, +17 to +19 to hit (PB + the ability used), reach 10–15 ft. or range 300/1,200 ft. Damage about 50 per hit: e.g. 4d10 + 8 of the weapon's type plus 4d8 domain damage (lightning, cold, radiant, necrotic, fire, psychic…). Add one rider fitting the god: push 30 ft., grapple, blind, charm, set on fire, knock prone.

[Signature Power] (Recharge 5–6). The god's myth in one action: Zeus's thunderbolt, Poseidon's earthquake, Apollo's plague arrows, Hades opening the ground. 120-ft. line, 60-ft. cone or 60-ft. radius; DC 27 save; 20d10 (110) domain damage, half on a success, plus a lasting rider (deafened, stunned, swept away, cursed).

Divine Spellcasting. The god casts with its highest mental score (usually Charisma; spell save DC 27, +19 to hit) and needs no material components. 1st–5th-level spells from its list at will; 6th-level 4/day, 7th-level 4/day, 8th-level 3/day, 9th-level 3/day; wish 1/day for Zeus, Hera, Athena and Hades (no stress, no risk). Build the list from the god's domain — 20 spells is plenty. See Spell lists.

Beast Shape. Most gods. As a bonus action, the god becomes one of its sacred animals (any size from Tiny to Huge) or back. It keeps its HP, saves, mental scores, Legendary Resistances, Divine Veto and the ability to speak and cast spells; its Strength, Dexterity, speeds and attacks become the animal's, scaled to a god (each natural attack +17 to hit, 4d10 + 8). See the roster for each god's animals; Hestia, Hephaestus and Hades have alternatives.

Mortal Guise. All gods. As a bonus action, the god takes the form of an unremarkable mortal — a beggar, a shepherd, a lamplighter, an old nurse, a sailor — with no change to its statistics. Only truesight sees through it, plus a DC 25 Wisdom (Insight or Perception) check that notices the god's single tell (an eagle birthmark, owl-grey eyes, wet footprints that never dry, a smell of hearth-smoke).

Theophany. All gods; this is the enlarge. As a bonus action, the god grows to Gargantuan size for 1 minute: reach +10 ft., +2d10 damage on every hit, advantage on Strength checks and saves, and its shadow is difficult terrain. Each mortal within 120 ft. that can see it makes a DC 27 Wisdom save or is frightened for 1 minute. A mortal that sees the god's true glory (Zeus, Apollo and Hera only; the god chooses) makes a DC 27 Constitution save instead or takes 20d10 radiant damage — remember Semele.

Olympian Step. As a bonus action, the god teleports to a space it can see. As an action, it goes to any of its temples, altars or sacred sites on the same plane, taking up to six willing creatures.

Divine Command. One creature within 120 ft. that can hear the god makes a DC 27 Wisdom save or must obey a one-sentence command on its next turn (as command, but any sentence, and not limited to one word).

Divine Curse (1/Day). One creature within 300 ft. that has wronged the god makes a DC 27 Wisdom save — no save if it wronged the god in the god's own domain. On a failure it is cursed in the shape of its offence until the god relents or another god intercedes: turned into a beast (Actaeon), a spider (Arachne), blinded (Tiresias), cursed with a gift (Midas). Write each god's curse in their voice.

Beast Shape, Mortal Guise, Theophany and Olympian Step (above). Add one domain bonus action: Hermes's free Disengage and Dash, Athena's aegis (+5 AC until her next turn), Ares's battle-cry, Hades's Helm of Darkness (invisible at will).

Divine Veto. See Traits; the first each round is free and later ones use the reaction.

[Domain Reaction]. One more: a parry (+6 AC against one attack), redirecting a spell back at its caster, stepping a worshipper out of harm's way, or answering a curse with a curse.

5 per round for most gods; Zeus 6; Hestia, Aphrodite and Persephone 4. Each god gets 4–6 options from this palette, in its own voice:

  • Strike (Cost 1): one signature-weapon attack.
  • Step (Cost 1): Olympian Step, or move up to its speed with no opportunity attacks.
  • Word (Cost 1): Divine Command, or a one-line taunt that gives one creature disadvantage on its next d20 Test.
  • Cast (Cost 2): a spell of 5th level or lower.
  • Domain Surge (Cost 2): a smaller Signature Power — 10d10 in a 20-ft. radius, DC 27.
  • Wrath (Cost 3): the Signature Power recharges, or the god makes two attacks with Theophany active.

While Ichor Rising is active, the god can spend legendary actions on these as well. Two or three options, each the god showing what it is really for: Zeus: every creature in the sky is struck by lightning. Poseidon: the sea stands up as a wall. Hades: the dead of the battlefield rise for him. Athena: every ally of hers within 60 ft. takes a free turn. Aphrodite: every creature within 120 ft. makes a DC 27 WIS save or falls in love with the nearest creature that isn't the god.

Building a God's Card

Ability scores

Defenses

Spell lists

Twenty spells is plenty. Always include counterspell (Divine Veto), dispel magic, command, scrying, teleport/plane shift (for itself only) and true seeing, then theme the rest:

GodSignature spells
Zeuscall lightning, chain lightning, control weather, storm of vengeance, power word stun, wish
Herabestow curse, geas, dominate person, mind blank, feeblemind, wish
Poseidoncontrol water, tsunami, earthquake, maelstrom, conjure elemental (water), storm of vengeance
Demeterplant growth, blight, control weather (to winter), wall of thorns, heroes' feast, regenerate
Hestiasanctuary, wall of fire, heal, forbiddance, holy aura, sunburst
Hadesfinger of death, circle of death, create undead, power word kill, invisibility, wish
Athenaforesight, globe of invulnerability, mass suggestion, Mordenkainen's sword, divine word, wish
Apollosunbeam, sunburst, mass heal, contagion, foresight, divination
Artemismoonbeam, hunter's mark (no concentration), conjure volley, freedom of movement, polymorph (others only)
Aresshield, haste, crusader's mantle, power word kill — few spells; he hits things
Aphroditecharm monster, dominate monster, modify memory, mass suggestion, glibness
Hephaestusheat metal, fabricate, animate objects, forcecage, incendiary cloud
Hermessending, dimension door, haste, mislead, teleport, time stop
DionysusTasha's hideous laughter, confusion, Otto's irresistible dance, insanity (feeblemind), plant growth (vines)
Persephoneblight, plant growth, speak with dead, wall of thorns, circle of death

Divine Veto (counterspell)

Multiattack

2–6 attacks by temperament, not power: Ares 6 · Artemis 5 · Zeus, Poseidon, Athena, Apollo 4 · Hades, Demeter, Hephaestus, Hermes, Dionysus 3 · Hera, Hestia, Aphrodite, Persephone 2. Gods with fewer attacks make up for it with spells, curses and Divine Command.

Forms

The Roster

Bold orange = a score of 30. Red italics = the god's one score below 15. LR = Legendary Resistances per day; Veto = free Divine Vetoes per day; LA = legendary actions per round.

GodSTRDEXCONINTWISCHAMultiLRVetoLADomain defensesBeast shapes
ZeusKing · 3 at 303024302626304796immune lightning, thundereagle, bull, swan
Herasibling · 2 at 302222282630302675resists radiantpeacock, cow, cuckoo
Poseidonsibling · 2 at 303022302022264675immune cold; resists lightning; swim 150 ft.horse, bull, dolphin
Demetersibling · 2 at 302420302230243675resists cold, necroticmare, serpent
Hestiasibling · 2 at 302018302430262674immune fire; resists radiantnone — steps out of any hearth
Hadessibling · 2 at 302820302624303675resists necrotic; immune coldrarely (a black ram); Helm of Darkness
Athena2424262830244565resists lightning (the aegis)owl, swallow, vulture
Apollo2230242426284555immune fire, radiantwolf, crow, dolphin, swan
Artemis2230242028225555immune radiant; resists colddeer, she-bear
Ares3024281416226555resists all weapon damage, magical or notboar, vulture, dog
Aphrodite1424242222302554resists radiant; her charms ignore charm immunitydove, sparrow
Hephaestus2812283022183555immune fire; resists metal weaponsnone — bronze automaton body
Hermes1830222624283565can't be grappled or restrained; fly 240 ft.hawk, ram
Dionysus2222282222303555immune to madnesspanther, lion, bull, goat
Persephone2024262426302554resists necrotic, coldrarely; a pomegranate tree in fruit

Every god also has the shared resistances and immunities above. Hecate isn't an Olympian, but the template works for her too: INT 30, WIS 30, 7 Vetoes — the only non-Olympian who out-casts most of them.

Flavor Guidelines

Zeus

Plays with his food. Opens with a warning bolt into the ground; ends with one through the target. Theophany is lethal to see. Tell: an eagle birthmark on the forearm, ozone.

Hera

Never fights fair and never fights personally if a curse will do. Two attacks, and a Divine Curse that lasts generations. Tell: peacock-eyed shimmer in her irises.

Poseidon

The ground and the sea both answer him: earthquakes, waves, horses from the surf. Fights best in water — and everything near him becomes water. Tell: wet footprints that never dry.

Demeter

Patient, then famine. Her worst power isn't on the card: she can stop the harvest. Tell: grain dust on her hands in any season.

Hestia

Almost never fights. When she does, every fire in the room is hers, and she simply refuses to let the party leave. Tell: the smell of hearth-smoke and bread.

Hades

Courteous, invisible, unhurried. Everyone who dies near him is his, and may get up again. Tell: no shadow — or the wrong one.

Athena

The best saves and Wisdom skills of any god. She plans the fight before it starts: Foresight on herself, readied Vetoes, allies positioned. Tell: owl-grey eyes that never blink first.

Apollo

Archery from a mile off, plague and healing from the same bow. Theophany burns. Tell: perfect pitch; birds stop singing to listen.

Artemis

Five arrows a turn, and she starts the fight from out of sight. She never needs to be in melee. Tell: the eyes of a deer that is not afraid.

Ares

Six attacks, no plan. The only god a party might bloody — Diomedes did — and he will hate them for it forever. Tell: the smell of blood on clean skin.

Aphrodite

Two attacks and no need for them: the room falls in love and fights itself. Tell: everyone looking at her sees someone slightly different.

Hephaestus

Slow, lame, and the most dangerous object in the room is anything he made. Fights with automata, chains and traps. Tell: soot that won't wash off, a limp.

Hermes

Never where you swing. Steals your weapon, your spell slot and your memory of the fight. Tell: sandals with feathers that twitch.

Dionysus

Madness, vines and wild beasts. A fight with him is a party nobody can leave. Tell: ivy in the hair, the smell of wine on breath that hasn't drunk.

Persephone

Queen of the Dead for a quarter of every year; the spring for the rest. Her fights grow things in the bodies of the fallen. Tell: a seed of pomegranate in the corner of her smile.

Running It