Argo
Argo
STR
16 +3
DEX
9 -1
CON
20 +5
INT
19 +4
WIS
10 +0
CHA
17 +3
- Eldritch Blast (2x d10+4 force damage, range 300")
- Detect Magic
- Test of Wills
- Hunger
- Protective Screen
- Telekinesis (triple range)
- Dispel Magic
- Crown of Madness
- Hold Monster
Gravitional Pulse: Unless it chooses to turn off the field as a bonus action, an Argo is surrounded by a gravitional field that continually pulses upwards and downwards. It can be reactivated with a bonus action. If successfully targeted by dispel magic, the gravitional pulse can be deactivated equal to a number of rounds equal to half the proficiency bonus of the magician (rounded up). The gravitional pulse extends out in a 40" radius from the Argo in in a cylander 60" above and below it at all times. All creatures and large objects not firmly secured must make a Strength Save DC 16 or be immediately be accelerated upwards and then downwards with huge gravitional force by 10" for each 2 points short of amking a successful savings throw and take 2d6 bludgeoning damage for each 10" it was thrown upwards and then slammed downwrds with force. Maximum damage dealt this way is 10d6 bludgeoning damage. All creatures are prone when they hit the ground. While active, the gravitional pulse has the effect of granting half cover and giving disadvantage to all ranged attacks made against the Argo. Other Argos are immune to this effect. Precision: Argos gain +2 to all attack rolls
Actions
Multiattack: An Argo can make three tentacle attacks in addition to one spell attack Tentacle: Melee attack, reach 20", +9 attack, 3d6+4 bludgeoning damage. The target is immediately subject to a grapple attempt by the Argo. If a creature starts its turn grappled by an Argo it automatically takes 3d6+4 bludgeoning damage.
Bonus Actions
Fearful Grapple: A grappled creature must make an Intelligence DC 16 savings throw or be frightened until the start of the Argo's next turn.
Reactions
Stifle: If a creature fails it grapple with an Argo tentacle, the Argo may select one magical effect or one magic item and attempt to stifle its magic until the start of the Argo's next turn. The Argo makes a dispel magic action (that does not count against its three per day) in order to stifle the magic.
Legendary Actions
Legendary Save: Once per long rest an Argo can choose to succesfully save if it it fails the original roll
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