Olympian God — Stat Block Template
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
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 26 | 24 | 28 | 26 | 28 | 30 |
| 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
- Every Olympian has at least one score of 30 (+10) — the thing they are.
- Zeus's siblings — Hera, Poseidon, Demeter, Hestia and Hades — have two scores of 30. They are the elder generation, out of Cronus.
- Zeus has at least three scores of 30. Nobody else does.
- At most one score below 15 per god (Ares's Intelligence, Aphrodite's Strength, Hephaestus's Dexterity), and that is a myth, not a weakness the party can use. Most scores are 20 or higher.
- All six saves proficient (+9). Expertise (+18) in the god's two domain skills, and the god's highest score drives its spellcasting and its best attacks.
- Lean saves and skills into the domain: Athena has the best Wisdom-based saves and skills of anyone (Insight and Perception with expertise, advantage on Wisdom saves); Hermes on Dexterity (Stealth, Sleight of Hand); Apollo and Artemis on Dexterity and Wisdom (Perception, Survival); Hephaestus on Intelligence (Arcana, every artisan's tool); Aphrodite and Dionysus on Charisma (Persuasion, Deception, Performance).
Defenses
- Every god: resistance to bludgeoning, piercing and slashing from nonmagical attacks; immunity to poison and psychic damage; immunity to the charmed, exhaustion, frightened, paralyzed, petrified, poisoned and stunned conditions.
- Plus a domain: Zeus is immune to lightning and thunder; Poseidon to cold, and resists lightning; Hades resists necrotic and is immune to cold; Apollo and Hephaestus are immune to fire (Apollo to radiant too); Hestia is immune to fire; Artemis is immune to radiant and resists cold; Dionysus is immune to madness (confusion, feeblemind, short- and long-term madness), and Aphrodite's charms ignore immunity to the charmed condition; Ares resists every weapon, magical or not.
- AC 24–26 (25 median); HP 600–999 (780 median): Zeus 999; the siblings 850–900; Ares 900; Aphrodite, Hermes and Persephone 600–650.
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:
| God | Signature spells |
|---|---|
| Zeus | call lightning, chain lightning, control weather, storm of vengeance, power word stun, wish |
| Hera | bestow curse, geas, dominate person, mind blank, feeblemind, wish |
| Poseidon | control water, tsunami, earthquake, maelstrom, conjure elemental (water), storm of vengeance |
| Demeter | plant growth, blight, control weather (to winter), wall of thorns, heroes' feast, regenerate |
| Hestia | sanctuary, wall of fire, heal, forbiddance, holy aura, sunburst |
| Hades | finger of death, circle of death, create undead, power word kill, invisibility, wish |
| Athena | foresight, globe of invulnerability, mass suggestion, Mordenkainen's sword, divine word, wish |
| Apollo | sunbeam, sunburst, mass heal, contagion, foresight, divination |
| Artemis | moonbeam, hunter's mark (no concentration), conjure volley, freedom of movement, polymorph (others only) |
| Ares | shield, haste, crusader's mantle, power word kill — few spells; he hits things |
| Aphrodite | charm monster, dominate monster, modify memory, mass suggestion, glibness |
| Hephaestus | heat metal, fabricate, animate objects, forcecage, incendiary cloud |
| Hermes | sending, dimension door, haste, mislead, teleport, time stop |
| Dionysus | Tasha's hideous laughter, confusion, Otto's irresistible dance, insanity (feeblemind), plant growth (vines) |
| Persephone | blight, plant growth, speak with dead, wall of thorns, circle of death |
Divine Veto (counterspell)
- Every god has it. Free uses per day: 5 for most; 7 for Zeus's siblings; 9 for Zeus. Athena and Hermes have 6. Each is a top-power counterspell at 300 ft., no slot, the first each round free of the reaction.
- Against the Veto, the caster's Constitution save (DC 27) is at disadvantage, and a countered spell still burns its slot.
- Gods don't spend Vetoes on cantrips. They do spend them on anything that would embarrass them in front of mortals.
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
- Beast Shape for most gods (animals in the roster). Hestia never changes shape; instead she can step out of any hearth fire on the plane. Hephaestus doesn't take beast shapes; instead he works in a bronze automaton body he built. Hades rarely does; he wears the Helm of Darkness instead (invisible at will).
- Mortal Guise for every god, each with one tell.
- Theophany for every god — Gargantuan, frightening, and for three of them, lethal to look at.
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.
| God | STR | DEX | CON | INT | WIS | CHA | Multi | LR | Veto | LA | Domain defenses | Beast shapes |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ZeusKing · 3 at 30 | 30 | 24 | 30 | 26 | 26 | 30 | 4 | 7 | 9 | 6 | immune lightning, thunder | eagle, bull, swan |
| Herasibling · 2 at 30 | 22 | 22 | 28 | 26 | 30 | 30 | 2 | 6 | 7 | 5 | resists radiant | peacock, cow, cuckoo |
| Poseidonsibling · 2 at 30 | 30 | 22 | 30 | 20 | 22 | 26 | 4 | 6 | 7 | 5 | immune cold; resists lightning; swim 150 ft. | horse, bull, dolphin |
| Demetersibling · 2 at 30 | 24 | 20 | 30 | 22 | 30 | 24 | 3 | 6 | 7 | 5 | resists cold, necrotic | mare, serpent |
| Hestiasibling · 2 at 30 | 20 | 18 | 30 | 24 | 30 | 26 | 2 | 6 | 7 | 4 | immune fire; resists radiant | none — steps out of any hearth |
| Hadessibling · 2 at 30 | 28 | 20 | 30 | 26 | 24 | 30 | 3 | 6 | 7 | 5 | resists necrotic; immune cold | rarely (a black ram); Helm of Darkness |
| Athena | 24 | 24 | 26 | 28 | 30 | 24 | 4 | 5 | 6 | 5 | resists lightning (the aegis) | owl, swallow, vulture |
| Apollo | 22 | 30 | 24 | 24 | 26 | 28 | 4 | 5 | 5 | 5 | immune fire, radiant | wolf, crow, dolphin, swan |
| Artemis | 22 | 30 | 24 | 20 | 28 | 22 | 5 | 5 | 5 | 5 | immune radiant; resists cold | deer, she-bear |
| Ares | 30 | 24 | 28 | 14 | 16 | 22 | 6 | 5 | 5 | 5 | resists all weapon damage, magical or not | boar, vulture, dog |
| Aphrodite | 14 | 24 | 24 | 22 | 22 | 30 | 2 | 5 | 5 | 4 | resists radiant; her charms ignore charm immunity | dove, sparrow |
| Hephaestus | 28 | 12 | 28 | 30 | 22 | 18 | 3 | 5 | 5 | 5 | immune fire; resists metal weapons | none — bronze automaton body |
| Hermes | 18 | 30 | 22 | 26 | 24 | 28 | 3 | 5 | 6 | 5 | can't be grappled or restrained; fly 240 ft. | hawk, ram |
| Dionysus | 22 | 22 | 28 | 22 | 22 | 30 | 3 | 5 | 5 | 5 | immune to madness | panther, lion, bull, goat |
| Persephone | 20 | 24 | 26 | 24 | 26 | 30 | 2 | 5 | 5 | 4 | resists necrotic, cold | rarely; 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
- Talk first. Every god speaks before it strikes. A god that attacks without a word is a god that has already been insulted twice.
- Round 1 is a warning. The first round should show what the god can do without killing anyone: a bolt into the ground, a wave that knocks everyone prone, a curse that lands on a horse.
- Expect the Vetoes. The god counters the party's best spell every round. Players should feel the wall.
- Ichor Rising is the despair beat. If they somehow drop a god to 0, it stands back up at full and the Mythic Actions start. That is the moment to offer the way out again.
- The way out is always mythic: grovel, bargain, swear an oath on the Styx, call in a favor from a rival god, flee to sanctuary (Hestia's hearth, a suppliant's altar), or accept the curse.
- In sessions, gods still use their session cards. Persephone's Pressure Threshold, Hades's Rebuke and the disguised lamplighters stay as written; this template is for when the gloves come off.