Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Thanos 1/day: antipathy/sympathy, demiplane, gate, foresight,

mass suggestion, maze, mind blank, time stop, true


Huge monstrosity, lawful evil
resurrection, wish
Armor Class 21 (Natural Armor)
Hit Points 508 (35d12 + 280) Actions
Speed 40 ft. Multiattack. Thanos can use his Frightful Presence. He
then makes three slam attacks.
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +19 to hit, reach 10ft.,
30 (+10) 16 (+3) 27 (+8) 26 (+8) 21 (+5) 25 (+7) one target. Hit: 32 (4d10 + 10) bludgeoning damage.
Frightful Presence. Each creature of Thanos's choice
Saving Throws STR +19, DEX +12, CON +17, WIS +14 within 120 feet of it and aware of him must succeed
Skills Intimidation +16, Perception +14 on a DC 22 Wisdom saving throw or become
Damage Resistances Cold, Fire, Lightning frightened for 1 minute. A creature can repeat the
Damage Immunities Poison; Bludgeoning, Piercing, and saving throw at the end of each of its turns, with
Slashing from Nonmagical Attacks disadvantage if Thanos is within line of sight, ending
Condition Immunities Charmed, Exhaustion, Frightened, the effect on itself on a success. If a creature's saving
Poisoned throw is successful or the effect ends for it, the
Senses Truesight 120 ft., Darkvision 120 ft., passive creature is immune to Thanos's Frightful Presence for
Perception 23 the next 24 hours.
Languages All
Challenge 30 (155,000 XP) Legendary Actions
Thanos can take 3 legendary actions, choosing from
Legendary Resistance (3/Day). If Thanos fails a saving the options below. Only one legendary action option
throw, he can choose to succeed instead. can be used at a time and only at the end of another
creature's turn. Thanos regains spent legendary actions
Magic Resistance. Thanos has advantage on saving at the start of his turn.
throws against spells and other magical effects.
Magic Weapons. Thanos’s weapon attacks are magical. Infinity Slam. Melee Weapon Attack: +19 to hit, reach
10ft., one target. Hit: 32 (4d10 + 10) bludgeoning
Regeneration. Thanos regains 15 hit points at the start damage plus 21 (6d6) necrotic damage (soul stone),
of his turn. psychic damage (mind stone), or force damage (power
Innate Spellcasting. Thanos’s spellcasting ability is stone).
Charisma (spell save DC 24, +16 to hit with spell Soul Stone. Thanos casts blight.
attacks). He can innately cast the following spells,
requiring no material components: Reality Stone. Thanos casts insect plague or
programmed illusion.
At will: chromatic orb (4th level), eldritch blast,
levitate, telepathy, zone of truth Time Stone. Thanos casts haste or slow.
3/day each: arcane gate, creation, disintegrate, Space Stone. Thanos casts dimension door.
dominate monster, enlarge/reduce, globe of Power Stone. Thanos casts his innate tenser's
invulnerability, hallucinatory terrain, prismatic spray, transformation or enlarge/reduce.
reverse gravity, soul cage, telekinesis, teleport, tensers
transformation Mind Stone. Thanos casts dominate person.
Cast a Spell (Costs 2 Actions). Thanos casts a spell from
his list of available spells, using one of his daily uses.

Image Credit: Gabriele Dell'Otto Image Credit: Gabriele Dell Otto


Infinity Stones
Thanos's stats are created under the assumption
that he has collected all of the infinity stones.
Whether or not you allow your players to steal
them from him is your choice and at your own risk.
I won't attempt to create item stats for the stones
but there are several different options online with a
little searching. Be warned that like the ring of
winter or the wand of orcus, allowing your players
to access these items will likely break your game.
If Thanos is encountered with less than all of the
infinity stones, consider the following adjustments
for each missing stone:
Soul Stone - Remove Soul Stone legendary
action, necrotic damage option for the Infinity
Slam attack and spells antipathy/sympathy, soul
cage and true resurrection.
Reality Stone - Remove Reality Stone legendary
action and spells creation, disintegrate,
hallucinatory terrain, reverse gravity and maze.
Time Stone - Remove Time Stone legendary
action, Regeneration ability and spells foresight,
and time stop.
Space Stone - Remove Space Stone legendary
action and spells arcane gate, levitate, telekinesis,
teleport and demiplane.
Power Stone - Remove Power Stone legendary
action, force damage option for the Infinity Slam
attack, two damage immunities and spells
enlarge/reduce, globe of invulnerability, and
tensers transformation. Reduce slam attack to 26
(3d10 + 10) bludgeoning damage.
Mind Stone - Remove Mind Stone legendary
action, psychic damage option for the Infinity Slam
attack, and spells telepathy, zone of truth,
dominate monster, mass suggestion and mind
blank.

You might also like