b'Hermes: God of Travel, Merchants and Thievery \n'b'  Medium   celestial  (divinity),  chaotic neutral  \n'b'  Armor Class  20  Hit Points  202 (27d8 + 81)  Speed  120 ft., fly 80 ft.\n'b' STATS STR: 16 (+3) DEX:  30 (+10)  CON:  16 (+3)  INT:  22 (+6)  WIS:  11 (+0)  CHA:  24 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dex  +16,  Int  +12,  Cha  +13  Skills   Acrobatics  +16,  Athletics  +9,  Deception  +13,  Perception  +6,  Sleight of Hand  +16,  Stealth  +16  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   exhaustion ,  grappled ,  restrained   Senses  passive  Perception  16  Languages  auran, Celestial, Common  Challenge  19 (22,000 XP) \n'b' Special Traits \n'b'   Legendary Resistance (3/day) . If Hermes fails a saving throw, he can choose to succeed instead. \n'b'  Godly Weapons . Hermes\xe2\x80\x99 weapon attacks are magical. \n'b'  Evasion . If Hermes is subject to a spell that would allow him to make a  Dexterity  saving throw to take only half damage, he instead takes no damage on a successful saving throw and only half damage on a failed saving throw. \n'b'  Actions \n'b'   Racing Boom . Hermes uses his movement and  Dash  action to move at an incredible speed, breaking the sound barrier. After running 120 feet, a thunderous detonation resounds around Hermes. Each creature within 30 feet must succeed on a DC 24  Constitution  saving throw or take 44 (8d8) thunder damage and be knocked  prone . On a success, damage is halved and the creature is not knocked  prone . \n'b'  Lullaby for Argus . Hermes sings while playing his Lyre around the battlefield. If Hermes\xe2\x80\x99 concentration is not broken by the start of his next turn, every creature in in a 30 ft. radius must succeed on a DC 21  Wisdom  saving throw or magically fall asleep. After failing three saving throws, the creature\xe2\x80\x99s  hit points  are reduced to 0, and it stops making saving throws. After succeeding on three saving throws, the creature wakes up from the disease, and the spell ends. While asleep, the creature takes 22 (4d10) psychic damage at the start of each of its turns. \n'b'  Multiattack . Hermes makes two Quick Blade attacks. \n'b'  Quick Blade .  Melee or Ranged Weapon Attack : +16 to hit, reach 5 ft. or range 60 ft., one target.  Hit : 30 (8d4 + 10) piercing damage. Hermes makes a uncountable number of attacks with his daggers \n'b'  Legendary Actions \n'b' Hermes can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Hermes regains spent legendary actions at the start of his turn. \n'b'   Attack . Hermes makes a Quick Blade attack. \n'b'  Thievery . Hermes attempts to steal an unworn item from a target within 10 feet of himself. The target must beat Hermes in a contested check ( Sleight of Hand  against  Athletics  or  Acrobatics ). \n'b'  Colliding Light (Costs 2 Actions) . Hermes sprints through a target he can see within 60 feet, forcing it to succeed on a DC 24  Dexterity  saving throw or take 37 (5d10 + 10) force damage (no damage on a success). \n'b'  About \n'b' Hermes is the god of boundaries, transitions, travelers, roads, commerce, trade, thieves, sports, invention, literature and poetry. He is messenger of the gods and guide to the underworld. He is mischievious, charismatic, and the fastest of the gods.'