Hades chart (d10)

d10 Result

1

Empowered Attacks. Hades's attacks and the attacks of his conjured undead are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.

2

Discorporation. When Hades drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the underworld, and he is unable to take physical form for a time.

3

Divine Spellcasting. Hades's innate spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells at 9th level, requiring no components:

At will: Abi-Dalzim’s horrid wilting, counterspell, create undead, cure wounds, danse macabre, detect magic, dispel magic, finger of death, hold person, plane shift, polymorph, raise dead, soul cage, speak with dead, teleport

3/day: divine word, power word heal, power word kill, power word pain, power word stun

4

Legendary Resistance (5/Day). If Hades fails a saving throw, he can choose to succeed instead.

5

Limited Magic Immunity. Hades can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

6

Regeneration. Hades regains 50 hit points at the start of his turn.

7

Shapechanger. Hades can use an action to magically polymorph into a humanoid, beast, celestial, or fiend that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Hades's choice).

In a new form, Hades retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

8

Deathly Touch. Melee Spell Attack: automatic hit, reach 5 ft., one target. Hit: 60 necrotic damage. The target must succeed on a DC 27 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target’s hit point maximum lasts until the target finishes a long rest.

9

Summon Dead. Hades conjures 1d6 undead creatures within 60 feet of him. The creatures each roll initiative when they appear.

10

Spell. Hades casts a spell or uses his Deathly Touch.

Quench Magic. Hades targets one creature that he can see within 60 feet of him. Any resistance or immunity to damage that the target gains from a spell or a magic item is suppressed. This effect lasts until the end of Hades's next turn.

Teleport (Costs 2 Actions). Hades magically teleports up to 120 feet to an unoccupied space he can see, along with anything he is wearing or carrying.

Creeping Death (Costs 2 Actions). Hades chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Hades's next turn. Creatures in that area are vulnerable to necrotic damage.

Disrupt Life (Costs 3 Actions). Each creature within 60 feet of Hades must make a DC 27 Constitution saving throw, taking 39 (10d12) necrotic damage on a failed save, or half as much damage on a successful one.