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Styktide, Zelus (Archangel Michael)

Zelus 3
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  • Pantheon: Greek Pantheon (Olympian)
  • Deity Title: God of Zeal and Rivalry
  • Deity Symbol: A flaming torch entwined with radiant wings
  • Home Plane: Mount Olympus
  • Deity Level: Minor Deity / Lesser God
  • Alignment: Lawful Neutral
  • Aliases: Zelus, Zeal, the Spirit of Rivalry
  • Superior: Zeus
  • Traditional Allies: Nike (Victory), Kratos (Strength), Bia (Force), and fellow Olympians
  • Traditional Foes: Forces of complacency, disorder, and stagnation
  • Divine Artifact: The Flaming Scepter of Zeal
  • Servants: Zealous spirits and fervent disciples of ambition
  • Servitor Creatures: Fiery winged sprites and celestial hawks
  • Sacred Animal: Hawk
  • Manifestations: A radiant, winged figure blazing with fervor or a spectral flame appearing in moments of intense competition
  • Signs of Favor: Sudden bursts of inspiration, a visible burning aura during triumph, and an unyielding drive to excel
  • Worshipers: Warriors, athletes, scholars, and ambitious leaders who revere excellence and rivalry
  • Cleric Alignments: Lawful Neutral and True Neutral
  • Specialty Priests: Trainers, coaches, and judges in athletic and martial contests
  • Holy Days: The Festival of Zeal, celebrated on the vernal equinox or during major athletic events
  • Portfolio: Rivalry, competition, ambition, and zealous determination
  • Domains: War, Order, Passion, and Competition
  • Favored Weapon: Flaming sword
  • Favored Class: Fighters, Paladins, and Champions
  • Favored Race: Humans, especially those striving to transcend mortal limits
  • Duties of the Priesthood: To inspire relentless competition, cultivate ambition, train champions, and uphold the spirit of excellence
  • Major Cult/Temple Sites: Temples at Olympia, Athens, and along the slopes of Mount Olympus
  • Benefits: Enhanced physical prowess, unwavering determination, and divine inspiration in competitive endeavors
  • Significant Others: His divine kin—particularly his siblings Nike, Kratos, and Bia, who embody victory, strength, and force respectively

Zelus (or Zelos) is a minor deity in Greek mythology, representing zeal, rivalry, eager devotion, and competition. He is the son of Pallas (a Titan) and Styx (the river of oaths) and the brother of Nike (Victory), Kratos (Strength), and Bia (Force). Together, they serve as loyal enforcers of Zeus, standing by his throne and ensuring divine authority.

Zelus personifies the intense drive that fuels ambition, competitiveness, and the relentless pursuit of excellence. Unlike mere ambition, he represents an unyielding and often aggressive desire to surpass others, which can be both a source of greatness and conflict.


Zelus’ Bio: Role and Purpose as a Deity

  • Domain: Zeal, rivalry, emulation, eager devotion
  • Parents: Pallas (Titan) and Styx (Primordial River)
  • Siblings: Nike (Victory), Kratos (Strength), Bia (Force)
  • Allegiance: Zeus and the Olympian order
  • Symbolism: Competitive drive, ambition, and the spirit of rivalry
  • Mythological Role: Encourages competition and zeal among mortals and gods

Zelus’ Purpose and Motivation:

Zelus exists as the embodiment of intense ambition and rivalry, pushing individuals and deities alike to strive for greatness. He does not tolerate complacency, and his presence drives warriors, athletes, and rulers to surpass their limits. However, his influence is a double-edged sword—while he can inspire determination and success, unchecked zeal can lead to destructive obsession, envy, and endless conflict.

His ultimate goal is to uphold the natural order where only the strongest, most dedicated, and most ambitious rise to the top. As a servant of Zeus, he ensures that the Olympian hierarchy remains unchallenged, fostering loyalty, discipline, and an unbreakable will among those who seek power.

Zelus thrives in environments of competition, from the battlefield to politics and even personal rivalries. He does not act out of malice but believes that without rivalry, there is no progress. Those who embrace his influence can achieve legendary status, but those who succumb to envy and arrogance risk being consumed by their own ambition.


  • Zelus 5e
  • Zelus (Archangel Michael) 5E
  • Zelus (Archangel Michael) 3.5
Zelus 2
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Large celestial (deity), Lawful Neutral
Challenge Rating: 28

Armor Class: 27 (Divine Bronze Cuirass, Hoplon Shield, Corinthian Helmet)
Hit Points: 700 (40d10 + 320)
Speed: 50 ft., fly 150 ft. (hover)

Ability Scores

STRDEXCONINTWISCHA
28 (+9)24 (+7)26 (+8)22 (+6)24 (+7)26 (+8)

Saving Throws: Str +16, Dex +14, Con +15, Wis +14, Cha +15
Skills: Athletics +18, Perception +16, Intimidation +17
Damage Resistances: Radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: Poison; conditions: charmed, exhaustion, frightened, stunned
Senses: Truesight 120 ft., passive Perception 26
Languages: All, telepathy 120 ft.
Magic Resistance: Advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day): If Zelus fails a saving throw, he can choose to succeed instead.


Divine Artifact

  • Flaming Scepter of Zeal: An exquisitely crafted ancient bronze scepter imbued with divine flame. It functions as a +3 radiant longsword that deals an extra 4d8 radiant damage on a hit and radiates an aura that bolsters the resolve of nearby allies.

Innate Spellcasting

Zelus’s innate spellcasting ability is Charisma (spell save DC 25, +15 to hit with spell attacks). He can cast the following spells without material components:

  • At will: Command, Bless, Shield of Faith, Divine Favor
  • 3/day each: Blade Barrier, Dispel Magic, Holy Aura
  • 1/day each: Control Weather, Earthquake

Actions

  • Multiattack: Zelus makes two attacks with his Zealous Sword and one with his Wing Strike.
  • Zealous Sword (Flaming Scepter of Zeal):
    Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
    Hit: 25 (2d10 + 10) slashing damage plus 18 (4d8) radiant damage.
  • Wing Strike:
    Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
    Hit: 20 (3d6 + 7) bludgeoning damage. The target must succeed on a DC 23 Strength saving throw or be knocked prone.
  • Inspire Rivalry (Recharge 5–6):
    Zelus unleashes a thunderous call that instills burning competitiveness. Each creature of his choice within 60 ft. that can hear him must succeed on a DC 23 Wisdom saving throw or have disadvantage on attack rolls until the end of Zelus’s next turn.

Legendary Actions

Zelus can take 3 legendary actions at the end of another creature’s turn. He regains spent legendary actions at the start of his turn. Options include:

  • Flare of Zeal: Zelus makes one Zealous Sword attack.
  • Rallying Cry: Zelus or one ally within 30 ft. regains 15 hit points.
  • Divine Challenge (Costs 2 Actions): Up to three creatures Zelus can see within 60 ft. must succeed on a DC 23 Wisdom saving throw or suffer disadvantage on all attack rolls until the end of Zelus’s next turn.

Regional Effects

While within 1 mile of Zelus’s favored temple sites (e.g., Olympia, Athens), the divine fervor of competition permeates the area:

  • Competitive Spirit: Mortals gain a +1 bonus to attack rolls and saving throws in contests.
  • Rising Zeal: Rivalries intensify, and disputes may flare among locals as the spirit of ambition saturates the land.

Summary

Zelus, the embodiment of relentless zeal and rivalry, strides across both divine and mortal realms. Clad in a radiant bronze cuirass with a hoplon shield and Corinthian helmet—echoing the glory of ancient Greece—he wields his Flaming Scepter of Zeal to inspire warriors, scholars, and leaders to push beyond their limits. Through divine intervention, Zelus challenges complacency, ensuring that only the most dedicated and ambitious rise to greatness in the crucible of competition.

Zelus 1
Create

Kain’s 5e Monstrous Manual – Page 58 – Dicefreaks (tapatalk.com)

Large celestial, lawful good
_______________________________
Armor Class 27 (plate, shield, helm)
Hit Points 792 (44d10 + 352)
Speed 50 ft., fly 150 ft.
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STR 26 (+8) DEX 22 (+6) CON 26 (+8) INT 25 (+7) WIS 30 (+10) CHA 30 (+10)
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Saves Str +9, Dex +7, Con +18, Int +17, Wis +20, Cha +20
Skills Athletics +17, Perception +16, Religion +25
Damage Resistances fire, electricity; ranged attack damage
Damage Immunities critical hits, necrotic, poison, radiant; bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Treasure Sword of the Spirit, Armatus de Deus
Challenge 30 (155,000 XP)
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Angelic Weapons. Michael’s weapon attacks are magical. When Michael hits with any weapon, the weapon deals an extra 8d8 radiant damage (included in the attack).

Divine Awareness. Michael knows if he hears a lie.

Innate Spellcasting. Michael’s spell casting ability is Charisma (spell save DC 25). Michael does not need to concentrate; the spells last for their maximum duration after he casts them. He can innately cast the following spells, requiring no material components:

At will: banishing smite, blinding smite, detect evil and good, dispel magic, greater invisibility, plane shift, staggering smite, teleport
3/day each: blade barrier, commune, dispel evil and good, divine word, true resurrection
1/day each: control weather, earthquake

Legendary Resistance (7/day). If Michael fails a saving throw, he can choose to succeed instead. 

Magic Resistance. Michael has advantage on saving throws against spells and other magical effects.

ACTIONS
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Multiattack. Michael makes two attacks with his sword and one with his wings.

Sword of the Spirit. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 11) slashing damage plus 36 (8d8) radiant damage.

Wings. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage plus 36 (8d8) radiant damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone. A flying creature that fails its save falls. 

Holy Light. Ranged Weapon Attack: +18 to hit, range 600 ft., one target. Hit: 54 (10d8 + 9) radiant damage. If the target is a creature that has 200 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. Michael releases his sword to hover magically in an unoccupied space within 5 feet of him. If Michael can see the sword, Michael can mentally command it as a bonus action to fly up to 100 feet and either make two attacks against a target or return to Michael’s hand. If the hovering sword is targeted by any effect, Michael is considered to be holding it. The hovering sword falls if Michael dies.

Healing Touch. Michael touches another creature. The target magically regains 80 (16d8 + 8) hit points and is freed from any curse, disease, poison, blindness, or deafness.

REACTIONS
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Deflect Missiles Michael becomes the target of a ranged attack targeting another creature within 10 feet.

LEGENDARY ACTIONS
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Michael 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’s turn. Michael regains spent legendary actions at the start of its turn.

Blinding Gaze. Michael targets up to three creatures he can see within 60 feet of him. If the target can see him, the target must succeed on a DC 27 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Royal Priesthood. Michael casts a spell on the cleric or paladin spell list. Spells of 4th-6th level cost 2 legendary actions. Spells of 7th-9th level cost 3 legendary actions.

Searing Burst. Michael emits magical, divine energy. Each creature of his choice in a 30-foot radius must make a DC 27 Dexterity saving throw, taking 27 (5d10) fire damage plus 27 (5d10) radiant damage on a failed save, or half as much damage on a successful one.

Possessions 

Armatus de Deus: The breastplate of righteousness is a +3 breastplate of invulnerability.

The helm of salvation functions as a ring of protection and negates critical hits.

The shield of faith is a +3 shield that provides resistance to all ranged attack damage. As a reaction, its wearer can cause a ranged attack aimed at a target within 10 feet of its position to target the wearer instead.

The belt of truth creates a zone of truth (Charisma save DC 18) within 15 feet of its wearer. Any illusions or transmutations are suppressed in the zone.

The greaves of peace create a sanctuary effect (Wisdom save DC 18) around the wearer. If the wearer retaliates against a hostile attacker, the sanctuary effect ends for that creature only. If the wearer ever initiates hostilities, the sanctuary ends until the wearer takes a long rest.

The sword of the spirit is a +3 longsword. Against undead and fiends, the damage it deals reduces their hit point maximum by an equal amount. The reduction lasts until they take a long rest. It can be used to make a ranged attack at 120 ft./600 ft. range with a holy light blast, dealing its normal damage as radiant damage.

When worn together, the armor functions as +3 plate armor of invulnerability with an always active holy aura. (DC 18 vs blinding).

This armor is also the source of Michael’s additional Legendary Resistance.

Zelus (Archangel Michael)

Raphael (1483-1520) Title St Michael and the Dragon Date between1503 and 1505, Zelus
Raphael (1483-1520) Title St Michael and the Dragon Date between1503 and 1505

Zelus is the son of Pallas and Styx and brother of Nike, Cratos and Bia, and part of Zeus‘ retinue. He is the personification of dedication and emulation.

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.

On this Thread

Zelus is the foremost among the champions of the Upper Planes. Of the four archangels, only Zelus is Lawful Good, and he begins to grow lonely. He has lost comrades in arms as close to him as his angel brothers over the eons. While always welcome on Mount Olympus,

Zelus has been spending less time there as of late. No one shares his confidence as Eblis the First Fallen once did. His eternal vigilance has not faltered however, and he remains steadfast in ensuring that Evil is brought low throughout the cosmos.

Zelus (Archangel Michael)
Large outsider (Angel, Cosmic, Good)
Hit Dice57d8 + 855 (1,311 hp)
Initiative+14
Speed70 ft., Fly 350 ft. (good)
Armor Class101 (+12 armor, +19 deflection, +14 Dexterity, +13 insight, +25 natural, +9 shield, -1 size), touch 55, flat-footed 74
Base Attack/Grapple+57/+82
AttackSword of the Spirit +90 melee (2d8 + 38 /17-20/x3) or slam +77 melee (3d6 + 21)
Full AttackSword of the Spirit +90/+85/+80/+75 melee (2d8 + 38 /17-20/x3) and Shield of Faith 84/+79/+74/+69 melee (1d6 + 17) and 6 wings +72 melee (2d10 + 10 and stun)
Space/Reach10 ft./ 10 ft.
Special AttacksCall angels, crush evil, furious counterstrike, maneuvers, spell-like abilities, spells, stun
Special QualitiesCosmic entity, damage reduction 40/epic, major evil and silver, Darkvision, fast healing 30, immune to electricity, fire, mind affecting and petrification, lowlight vision, mettle, regeneration 20, resistance to acid 40, cold 40 and sonic 40, Spell Resistance 63, steely resolve (75)
SavesFort +55, Ref +54, Will +72
AbilitiesStrength 52, Dexterity 39, Constitution 40, Intelligence 33, Wisdom 37, Charisma 48
SkillsBalance +80, Climb+51, Concentration +45, Craft (armor) +41, Craft (weapons) +41, Diplomacy +79, Handle Animal +38, Intimidate +79, Jump +65, Knowledge (history) +41, Knowledge (nature) +31, Knowledge (nobility) +41, Knowledge (the planes) +71, Knowledge (religion) +71, Knowledge (tactics) +71, Listen +63, Martial Lore +71, Perform (sing) +69, Profession (farmer) +33, Ride +46, Search +31, Sense Motive +93, Spellcraft +41, Spot +73, Survival +43 (+49 on other planes, +45 tracking), Swim +51, Truespeak +41, Tumble +78
FeatsCleave, Combat Expertise, Combat Reflexes, Die Hard, Flyby Attack, Great Cleave, Greater Two Weapon Fighting, Greater Weapon Focus (sword), Greater Weapon Specialization(sword), Holy Tongue*, Improved Critical (sword), Improved Disarm, Improved Flyby Attack, Improved shield bash, Improved Two Weapon Fighting, Melee Weapon Specialization (slashing), Power Attack, Track, Two Weapon Fighting, Weapon Focus (sword), Weapon Specialization (sword), Weapon Supremacy (sword)
Epic FeatsEpic Weapon Focus (sword), Epic Weapon Specialization (sword), Great Smiting, Overwhelming
Critical
(sword), Perfect Two Weapon Fighting
Climate/TerrainMount Olympus
OrganizationSolitary (unique)
Challenge Rating49
TreasureQuintuple Standard
AlignmentLawful Good
Styktide, Zelus (Archangel Michael)
Styktide – AI Generated Artwork – NightCafe Creator

Call Angels (Su): 7/day, Zelus can call 7 seraphim, 14 kerubim or 21 of any lesser angels.

Crush Evil (Su): Zelus can smite may smite evil once per round, gaining a +19 bonus to attack and dealing an additional 114 points of damage. A critical hit on a smite is treated as a coup de grace attack against that foe.

Furious Counterstrike (Ex): For every 5 points of damage in his delayed damage pool, Zelus gains a +1 bonus on attacks and damage.

Maneuvers: Zelus’s initiator level is 42nd. He obtains his maneuvers like a crusader, with 7 available initially, and he continues to gain two maneuvers every round until every known maneuver has been granted to him. Thus, he need not actually ready any maneuvers.

Maneuvers known: (Devoted Spirit) Castigating Strike, Foe Hammer, Greater Divine Surge, Shield Block, Shield Counter, Strike of Righteous Vitality; (Stone Dragon) Ancient Mountain Hammer, Elder Mountain Hammer, Mountain Tombstone Strike; (White Raven) Clarion Call, Covering Strike, Leading the Charge, Order Forged from Chaos, War Master’s Charge, White Raven Hammer, White Raven Strike

Stances known: Aura of Triumph, Immortal Fortitude, Stonefoot Stance, Strength of Stone

Spell-Like Abilities:

Spells: Zelus spontaneously casts spells from the paladin list.

Spells per day: 7/6/6/6/4/3/3/3/3/2/2/2/2 (Caster level 40th; DC 30 + spell level)

Stun (Ex): Creatures struck by Zelus’s wings must make a Fortitude save (DC 53) or be stunned for 7d12 rounds.

Cosmic Entity: Zelus has a +7 bonus on rank checks and another +7 bonus when on Mount Olympus.

Possessions: Zelus wears the belt of truth, which provides always active true seeing and a +20 competence bonus on Sense Motive checks.

The breastplate of righteousness is a +7 ghost touch breastplate of soulwarding with no maximum Dexterity bonus or armor check penalty.

The sandals of the gospel of peace provide a constant sanctuary (Caster level 40th, DC 35) effect that extends to all creatures around him within 700 feet.

The shield of faith is a +7 ghost touch large silver shield of major fire resistance that provides a 50% miss chance to ranged attacks targeting the wielder.

The helm of salvation, which provides immunity to critical hits and provides a +7 deflection bonus to armor class.

Zelus is armed with the Sword of the Spirit, a +7 holy power ghost touch bastard sword of brilliant energy.

Unlike normal brilliant energy weapons, the Sword of the Spirit not only functions against nonliving creatures, it ignores their natural armor as well.

When these artifacts are used together, they provide a +12 resistance bonus to all saves, damage reduction 30/epic and a +12 competence bonus on Knowledge (religion) checks. The wielder’s divine spell caster level is increased by 12 if the divine source is Good aligned and all spells and spell like abilities are consecrated and sanctified.

Currently in the World

Under a stormy sky over a fractured world, Zelus soars unseen, his presence igniting ambition wherever he treads. He drifts among the banners of ancient armies, his eyes fixed on the crumbling Byzantine walls as the Ottomans press ever closer. In the heat of battle, he whispers into the ears of beleaguered generals, fanning their resolve until every sword strike and every rallying cry burns with unyielding zeal.

In the shadowed corridors of European courts, as the dawn of the Renaissance breaks and new ideas sprout amid old traditions, Zelus shifts his form to mingle with scholars and artists. He challenges the complacency of learned men in Florence, urging them to surpass the boundaries of their craft and outdo one another in a dance of relentless competition. His subtle touch transforms quiet debates into fierce contests of wit and vision, ensuring that every triumph is hard-won and every failure fuels a deeper, more passionate pursuit of greatness.

Driven by a desire to see mortals push beyond their limits, Zelus does not sow chaos for its own sake. Instead, he views rivalry as the spark that ignites progress, believing that the crucible of competition refines the spirit and reveals true excellence. His motivation is clear: to inspire both gods and men to strive for a destiny carved out of relentless ambition and courageous defiance.

Now, as the 1450s unfurl—a time when kingdoms rise and fall, and the world teeters on the brink of a new era—Zelus stands at the crossroads of destiny. He watches intently, ever vigilant, as the fires of conflict and aspiration blaze across battlefields and boulevards alike, ready to kindle the next great contest that will shape history and echo through eternity.

His Plan

Zelus’s plan isn’t a scheme for chaos but a divine mission to ignite the spark of relentless competition in every being. He moves through battlefields, courts, and academies, inspiring warriors to fight harder, scholars to innovate boldly, and leaders to strive for excellence. In his eyes, only through the crucible of rivalry does true greatness emerge—transforming weakness into strength and mediocrity into brilliance. By fanning the flames of ambition, Zelus ensures that both gods and mortals are constantly challenged to surpass their limits, shaping history through a never-ending quest for supremacy and progress.

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