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Hades, the Underworld GuideBy Emet-Selch’s own words, you are no one─nothing─your life a ghastly mockery of past perfection, utterly devoid of meaning. Yet despite his endless refutations of your worth, mankind has dreamed and struggled and survived. Even now, you fight to preserve your future, and spare two worlds from unimaginable destruction.

The moment has come to make your stand, to call upon every last reserve of strength. Fight for those who shared your journey, and for those you met along the way. Fight for those who awaited your coming across the boundaries of time and space.

From distant stars yet undimmed, you are joined by seven summoned champions, for only together can you hope to prevail against the staggering might of this ancient Ascian─the immortal and implacable Hades!

Hades, the Underworld Guide (CR 15)

XP 51,200
NE Huge Undead (Boss, Extraplanar, Primal, Shadow)
Init +11; Senses Darkvision 60 ft., low-light vision; Perception +31

DEFENSE

AC 28, touch 15; flat-footed 21 (-2 size, +7 dex, +13 natural)
Hp 693 [924] (21d12+210)
Fort +21, Ref +19, Will +19
DR 10/-;
Immune Bind, Blind, Charm, Confuse, Paralyze, Shadow, Sleep, Slow, Stop, Stun, Undead traits;
Resist Lightning 15, Water 15, Earth 15, Fire 5, Wind 10, Ice 20; SR 30
Weakness Holy

OFFENSE

Speed 40 ft.
Melee +2 Keen Scythe +29/+24/+19/+14 (3d6+12/19-20 x4)
Space 15 ft.; Reach 15 ft.
Special Attacks Ancient Dark IV, Bad Faith, Dark Eruption, Dual Strike, Dual Strike 2.0, Echoes of the Lost, Hellborn Yawp, Polygdemon’s Predation, Ravenous Assault, Shadowspread, Shadowstream, Titanomachy
Special Abilities Bone Wall, Captivity, Doom, Double, Summon Shadow Elementals, Wall of the Lost

STATISTICS

Str 24, Dex 24, Con -, Int 20, Wis 24, Cha 28
Base Atk +21; CMB +30; CMD 47
Feats Ability Focus (Doom), Cleave, Cleaving Finish, Combat Reflexes, Dazzling Display, Great Cleave, Improved Initiative, Power Attack, Toughness, Vital Strike, Weapon Focus (Scythe)
Skills Bluff +30, Climb +31, Disguise +33, Intimidate +33, Knowledge (Arcana, Religion) +29, Perception +31, Sense Motive +31, Stealth +31
SQ Does not Eat, Does not Sleep
Languages Common, Nercil, Undercommon + 5 more
Gear +2 Keen Scythe

SPECIAL ABILITIES [phase I]

Bad Faith (Su) [Phase I Only]

Once every 1d2+1 as a standard action, forms two purple walls with spikes pointing out from one side on either side of himself going outward 40 feet preventing anyone from going through them. On the following round as swift action, the walls spin hitting all those within a 40-ft.-radius doing 10d8 points of (half piercing/shadow) damage and are knocked prone unless they make a Fortitude save (DC 29) to negate the prone effect and half of the damage. If they fail their Fortitude save they must make another Fortitude save (DC 29) or receive the bleed status effect doing 1d8 points of shadow damage per round for 2d6 rounds.

Bone Wall (Su)

Once every 1d2+1 rounds as a standard action, Hades shields his nearby allies in bony armor. All allies get the effect of Bone Shield, as the necromancer spell. Allies must be within 30 feet of Hades at the time he uses this ability to be affected. Blue mages may learn this ability as a 4th level spell (Knowledge: Religion DC 23).

Broken Faith (Su) [Phase I Only]

Once every 1d2+1 rounds as a swift action, Hades rains down 7 meteor-like discs around the room in a random order. Each disc has a 15-ft.-radius dealing 6d6 points of (half fire/shadow) damage and inflicting the imperil status effect for 2d4 rounds unless they make a Will save (DC 29). Must make a save per disc if hit with multiple ones.

Dark Eruption (Su) [Phase I Only]

Once every 1d3+1 rounds as a standard action, Hades infects everyone within 120-ft.-radius from himself with a deadly disease. It deals 6d6 points of shadow damage and inflicts them with a disease status effect for 2d6 rounds unless they make a Fortitude save (DC 29) for half damage and reduces the status effect to two rounds. After the first round, if anyone is within 15 feet from them with this disease also takes 2d6 points of shadow damage while near them until it wears off or cured.

Double (Su) [Phase I Only]

Once every 1d2+1 rounds as a swift action, Hades can cast an ability twice, this works for Dark Eruption and Shadowspread.

Ravenous Assault (Ex) [Phase I Only]

Once every 1d4+4 rounds, as a standard action, Hades strikes with great power towards one opponent within melee range. If he hits (+27) [critical hits included], This attack does 12d8 points of slashing damage.

Shadowspread (Su) [Phase I Only]

Once every 1d3+1 rounds as a standard action, Hades releases five 120 foot long but 10-ft. thick strands of darkness outward, none that overlap each other. Each strand deals 10d6 points of shadow damage to anyone in it and they must make a Reflex save (DC 29) to half the damage. On the following round as an immediate action releases another five more strands.

SPECIAL ABILITIES [phase II]

Black Cauldron (Su) [Begins Phase II]

Once below 40% hp (462) as a standard action, Hades summons his cauldron and releases negative gases from it. All enemies within 150 feet of him are affected by the following status effects for 2d4+2 rounds each: Blind (Will DC 29), Confuse (Will DC 29), Frog (Fort DC 29), Infect (Fort DC 29), Paralysis (Fort DC 29), Poison (Fort DC 29), Sap (Fort DC 29), Silence (Will DC 29), Sleep (Will DC 29), and Slow (Fort DC 29). Everyone in the radius takes 8d8 points of shadow damage must also make a Reflex save (DC 29) for half damage. Hades heals to his maximum health after using this.

Summon Shadow Elementals (Su) [Phase II Only]

Three times during phase II but right after black cauldron is used, Hades summons three Greater Shadow Elementals. Once a group is defeated he summons another three more until the third group is defeated. During Phase II, Hades is immune to all damage and status effects however he will not attack.

SPECIAL ABILITIES [phase IiI]

Ancient Dark IV [Begins Phase III]

Once after the 3rd wave of shadow elementals are destroyed as a full-round action, Hades releases waves of complete darkness that engulf the surrounding area within 120 feet from him. Hades deals 12d8 points of shadow damage unless they make a successful Will save (DC 29) for half damage.

Captivity (Su) [Phase III]

Once every 1d3+1 rounds as a swift action, Hades grasps two orbs of chains of darkness around two targets within 120 feet. This works like the hold spell from the white mage spell list except there is no save however whatever they’re encased in has 80 health to release them. They have three rounds to releases both of allies or they die, no save.

Doom (Su) [Phase III]

Once every 1d4+1 rounds as a standard action, Hades summons the Grim Reaper upon his foes within 100-ft.-radius around him. Everyone within the area of effect must make a Fortitude save (DC 31) or receives the doom status effect.

Dual Strike (Ex) [Phase III]

Once every 1d2+1 rounds as a swift action, Hades swings twice on two different opponents with his scythe (assuming they’re two within range). If he hits (+26), he deals 4d6+12 points of slashing damage plus 2d6 points of shadow damage.

Dual Strike 2.0 (Ex) [Phase III]

While below 50% health (462) and once every 1d2+1 rounds as a swift action, Hades swings per target on different opponents with his scythe (assuming they’re all within range). If they’re not all within range it divides the total attacks with those who are. If he hits (+26), he deals 4d6+12 points of slashing damage plus 2d6 points of shadow damage.

Echoes of the Lost (Ex) [Phase III]

Once every 1d3+1 rounds as a standard action, Hades swings wide hitting everything in a frontal semi-circle. Then making a single attack roll (+29) and hitting all enemies with its 15 foot reach dealing 3d6+12 points of slashing damage plus 2d6 points of shadow damage which also knocks everyone back by within the area of effect unless they make a Fortitude save (DC 27).

Hellborn Yawp (Su) [Phase III]

Once every 1d4+1 rounds as a swift action, Hades places 20-ft.-radius shadowy aura on two target’s locations. On the following round if they have not moved the auras exploded doing 8d8 points of shadow damage to anyone within them unless they make a Reflex save (DC 29).

Polygdemon’s Predation (Su) [Phase III]

Once every 1d3+1 rounds as a full-round action, Hades holds out both hands then shoots out two 60-ft.-cones from his left and right. Each cone deals 10d8 points of shadow damage unless they make a Reflex save (DC 29) for half damage.

Shadowstream (Su) [Phase III]

Once every 1d3+1 rounds as a full-round action, Hades charges a beam of darkness from his chest outward. He releases a 180 foot long but 25-ft. thick beam that deals 10d8 points of shadow damage to anyone caught in it and they must make a Reflex save (DC 29) for half damage.

Titanomachy (Su) [Phase III]

Once every 1d4+1 rounds as a standard action, Hades flings over a ball of pure darkness that explodes on impact within 200 feet. It explodes on it’s targeted area hitting all those within the 120-ft.-radius dealing 10d6 points of shadow damage unless they make a successful Reflex save (DC 29) for half damage.

Wall of the Lost (Su) [Phase III]

Once every 1d3+1 rounds as a standard action, Hades releases waves of dark winds outward knocking all those within 60-ft. of him. Everyone within the area of effect must make a Fortitude save (DC 29) or be knocked back 20 feet.