JNAProductions
2018-05-15, 10:56 PM
Bound Argos, The Eternal Frost
Medium Humanoid, Lawful Evil
Armor Class 22 (Frostbound Plate, Shield Of Ice)
Hit Points 255 (30d8+120)
Speed 40'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
22 (+6)
14 (+2)
18 (+4)
20 (+5)
20 (+5)
24 (+7)
Skills Athletics +12, History +11, Investigation +11, Nature +11, Religion +11, Animal Handling +17, Insight +17, Perception +11, Survival +17, Intimidation +11, Persuasion +17
Damage Resistances Fire, Poison
Damage Immunities Cold, Bludgeoning, Piercing, and Slashing from non-magical weapons
Condition immunities Frightened, Poisoned
Senses Darkvision 120', Infrasight 300', Passive Perception 21
Languages Common, Auran, Aquan
Challenge 23
Infravision Argos is able to see heat and cold up to 300' out from himself.
Frostbound Plate This +1 Full Plate renders any critical hit to Argos reduced to a normal hit instead.
Shield of Ice This +1 Shield grants the wielder resistance to fire. However, should the wielder take fire damage, the magical +1 of the shield is negated until the end of the next turn of whoever inflicted the fire damage.
Cryotheum Spear This +2 Longspear is made entirely of ever-shifting ice. It deals 1d10 damage, and can be used to target creatures up to 15' away without any penalty. In addition, it deals an extra 2d10 cold damage to anyone struck by it, and finally, anyone who suffers any amount of cold damage from it must make a DC 18 Constitution saving throw or have their move speed reduced by 10'. This can stack with itself.
Mettle Should Argos be subjected to a partial effect on a failed save, he instead suffers no ill effects, unless it is a Dexterity save for half damage, in which case he takes damage as normal.
Condition Effects Argos is infused with primordial frost itself. Should he be subjected to the following conditions, the following effects happen at the end of his next turn, assuming the condition is still in effect.
Blinded-Argos's eyes flame bright with pure cold radiance. All creatures that can see Argos must make a DC 19 Wisdom saving throw, or feel the frost clutching at their very souls, taking 3d10 necrotic and cold damage on a failed save. The Blinded condition is removed after this.
Charmed-As the charm settles on Argos, you feel the cold in his soul lay upon your own. Then, as his own spiritual might wells up, you must make a DC 19 Charisma saving throw or become Frightened of Argos until the end of your next turn. The Charmed condition is removed after this.
Paralyzed-Argos's body is suddenly surrounded by hoarfrost, forming a solid wall of ice. The ice has AC 16 and 60 HP, as well as immunity to cold, poison, and necrotic damage, vulnerability to fire and thunder damage. The ice lasts until Argos's next turn begins, upon which it vanishes into frozen mists. The Paralyzed condition is removed, and Argos heals for as many HP as the icy defenses had remaining.
Stunned-As the effects where down, a sudden burst of cold snaps out from Argos. All creatures within 30' must make a DC 19 Constitution saving throw, taking 2d10 cold damage on a failure. The Stunned condition is then removed.
Leader Of Men All allies within 120' of Argos that can either see or hear him gain +7 to their damage rolls and +3 to their attack rolls.
Frost Walker Argos never takes penalties for cold-based difficult terrain or weather.
Actions
Cryotheum Spear Melee Weapon Attack: +16 to-hit, reach 15', one target. Hit: 1d10+12 piercing damage, 2d10 cold damage, and, if they suffer any cold damage, they must make a DC 18 Constitution saving throw or have their move speed reduced by 10'. This can stack with itself.
Hunting Bow Ranged Weapon Attack: +11 to-hit, range 150'/600', one target. Hit: 1d10+9 piercing damage.
Inspire Argos selects a single ally within 120' who can either see or hear him. The ally gains an inspiration die (2d6) which can be used for one of the following effects (requiring no action unless otherwise stated), chosen at the time of granting:
-Damage roll
-AC (used as a reaction)
-Save roll (used as a reaction)
-Attack roll
-Skill check
-Temporary HP (gained as a bonus action)
Extra Attack IV Argos makes five attacks in any combination of Cryotheum Spear, Hunting Bow, and Inspire.
Bonus Actions
Inspire As the action above.
Wall Of Ice Argos casts Wall Of Ice, though the initial damage is only 4d6 and the frigid air damage is only 2d6. Save DCs are 19.
Legendary Actions
Argos gets three legendary actions.
Attack. Argos makes a single attack.
Inspire. Argos uses the Inspire action.
DCR: 255 HP is CR 13. AC 22 bumps that to 15. His various other defensive abilities Imma say are worth +3, so DCR 18.
OCR: 5*28=140, +14=154, +3*28=238 DPR. CR 26, bumped up to 28 for hit bonus.
I'd drop the OCR a little, since he probably won't spend EVERY action attacking, but his other abilities make up for that. So...
28+18=46, 46/2=23.
CR 23.
Note that allies should take into consideration their CR WITH his buffs-even a standard, say, Gladiator is much scarier with +3 to-hit, +7 damage on every attack, and inspiration dice.
Unbound Argos, The Eternal Frost
Large Fiend, Lawful Evil
Armor Class 19 (Frostbound Plate)
Hit Points 315 (30d10+150)
Speed 60', Fly 40'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
26 (+8)
18 (+4)
20 (+5)
20 (+5)
20 (+5)
24 (+7)
Skills Athletics +14, History +11, Investigation +11, Nature +11, Religion +11, Animal Handling +17, Insight +17, Perception +11, Survival +17, Intimidation +11, Persuasion +17
Damage Vulnerability Fire
Damage Immunities Cold, Bludgeoning, Piercing, and Slashing from non-magical weapons, Poison
Condition immunities Frightened, Poisoned
Senses Darkvision 120', Infrasight 300', Passive Perception 21
Languages Common, Auran, Aquan
Challenge 24
Infravision Argos is able to see heat and cold up to 300' out from himself.
Frostbound Plate This +1 Full Plate renders any critical hit to Argos reduced to a normal hit instead.
Mettle Should Argos be subjected to a partial effect on a failed save, he instead suffers no ill effects, unless it is a Dexterity save for half damage, in which case he takes damage as normal.
Condition Effects Argos is infused with primordial frost itself. Should he be subjected to the following conditions, the following effects happen at the end of his next turn, assuming the condition is still in effect.
Blinded-Argos's eyes flame bright with pure cold radiance. All creatures that can see Argos must make a DC 19 Wisdom saving throw, or feel the frost clutching at their very souls, taking 3d10 necrotic and cold damage on a failed save. The Blinded condition is removed after this.
Charmed-As the charm settles on Argos, you feel the cold in his soul lay upon your own. Then, as his own spiritual might wells up, you must make a DC 19 Charisma saving throw or become Frightened of Argos until the end of your next turn. The Charmed condition is removed after this.
Paralyzed-Argos's body is suddenly surrounded by hoarfrost, forming a solid wall of ice. The ice has AC 16 and 60 HP, as well as immunity to cold, poison, and necrotic damage, vulnerability to fire and thunder damage. The ice lasts until Argos's next turn begins, upon which it vanishes into frozen mists. The Paralyzed condition is removed, and Argos heals for as many HP as the icy defenses had remaining.
Stunned-As the effects where down, a sudden burst of cold snaps out from Argos. All creatures within 30' must make a DC 19 Constitution saving throw, taking 2d10 cold damage on a failure. The Stunned condition is then removed.
Frost Walker Argos never takes penalties for cold-based difficult terrain or weather.
Actions
Claws Of Hatred Melee Natural Attack: +14 to-hit, reach 10', one target. Hit: 2d12+8 slashing damage, and 2d12 cold damage, and, if they suffer any cold damage, they must make a DC 19 Constitution saving throw or have their move speed reduced by 10'. This can stack with itself.
Gaze Of Death Argos fixes his gaze on someone within 120' with nothing but hatred and death. They must make a DC 19 Wisdom save. On a failure, they take 10d10 necrotic and cold damage, and have their maximum HP reduced by the same amount. On a failure, they take half damage, and their max HP is unchanged. Once a save is made against this ability, the target is immune to it until they take a rest.
Gaze Of Fear Argos uses his most intimidating glare on someone within 120'. They must make a DC 19 Charisma save. On a failure, they are Frightened until they succeed on the save, which may be retaken at the end of each of their turns. If they can see Argos, they have disadvantage on the save. On a success, they are frightened until the end of Argos's next turn. Once a save is made against this ability, the target is immune to it until they take a rest.
Gaze Of Crushing Despair Argos looks at someone within 120' and reveals to them the uncaring truth of the world. They must make a DC 19 Intelligence save. On a failure, they are paralyzed for one minute, and may repeat the save at the end of each of their turns. On a success, they are stunned until the end of Argos's next turn. Once a save is made against this ability, the target is immune to it until they take a rest.
Extra Attack V Argos makes six Claws Of Hatred attacks and a single Gaze attack.
Bonus Action
Wall Of Ice Argos casts Wall Of Ice, though the initial damage is only 6d6 and the frigid air damage is only 3d6. Save DCs are 19.
Legendary Actions
Argos gets three legendary actions.
Attack. Argos makes a single Claws of Hatred attack.
Gaze (Requires 2 Actions). Argos makes a Gaze attack.
DCR: 315 HP for base DCR of 17. AC 19 doesn't effect that, but his other abilities will give, say, +1. DCR 20.
OCR: 34*6=204, +55=259, +21=280 DPR, assuming he uses Death every round. Solid OCR of 28, nothing too special to change that.
28+20=48, 48/2=24. Seems about right.
Argos starts with his armies, Bound. This should be a nail-biter of a fight. Do you deal with the buffman himself, or do you deal with the people receiving the buffs? Then, eventually, he is slain. (Hopefully.) But, as they finish off the remainder of the mooks, something rises from Argos's corpse. It's Argos Unbound-the demon that's kept him alive all these years. While only a nominally more difficult fight than Argos Bound, and probably easier than the full fight with Argos and minions, the players JUST FOUGHT Argos Bound. They're tired-they blew their spell slots. They aren't quite ready... But give them a few rounds to prepare as Argos Unbound manifests. Let them cast Bless and Cure Wounds, let the Paladin Lay on Hands... Give them a chance.
Medium Humanoid, Lawful Evil
Armor Class 22 (Frostbound Plate, Shield Of Ice)
Hit Points 255 (30d8+120)
Speed 40'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
22 (+6)
14 (+2)
18 (+4)
20 (+5)
20 (+5)
24 (+7)
Skills Athletics +12, History +11, Investigation +11, Nature +11, Religion +11, Animal Handling +17, Insight +17, Perception +11, Survival +17, Intimidation +11, Persuasion +17
Damage Resistances Fire, Poison
Damage Immunities Cold, Bludgeoning, Piercing, and Slashing from non-magical weapons
Condition immunities Frightened, Poisoned
Senses Darkvision 120', Infrasight 300', Passive Perception 21
Languages Common, Auran, Aquan
Challenge 23
Infravision Argos is able to see heat and cold up to 300' out from himself.
Frostbound Plate This +1 Full Plate renders any critical hit to Argos reduced to a normal hit instead.
Shield of Ice This +1 Shield grants the wielder resistance to fire. However, should the wielder take fire damage, the magical +1 of the shield is negated until the end of the next turn of whoever inflicted the fire damage.
Cryotheum Spear This +2 Longspear is made entirely of ever-shifting ice. It deals 1d10 damage, and can be used to target creatures up to 15' away without any penalty. In addition, it deals an extra 2d10 cold damage to anyone struck by it, and finally, anyone who suffers any amount of cold damage from it must make a DC 18 Constitution saving throw or have their move speed reduced by 10'. This can stack with itself.
Mettle Should Argos be subjected to a partial effect on a failed save, he instead suffers no ill effects, unless it is a Dexterity save for half damage, in which case he takes damage as normal.
Condition Effects Argos is infused with primordial frost itself. Should he be subjected to the following conditions, the following effects happen at the end of his next turn, assuming the condition is still in effect.
Blinded-Argos's eyes flame bright with pure cold radiance. All creatures that can see Argos must make a DC 19 Wisdom saving throw, or feel the frost clutching at their very souls, taking 3d10 necrotic and cold damage on a failed save. The Blinded condition is removed after this.
Charmed-As the charm settles on Argos, you feel the cold in his soul lay upon your own. Then, as his own spiritual might wells up, you must make a DC 19 Charisma saving throw or become Frightened of Argos until the end of your next turn. The Charmed condition is removed after this.
Paralyzed-Argos's body is suddenly surrounded by hoarfrost, forming a solid wall of ice. The ice has AC 16 and 60 HP, as well as immunity to cold, poison, and necrotic damage, vulnerability to fire and thunder damage. The ice lasts until Argos's next turn begins, upon which it vanishes into frozen mists. The Paralyzed condition is removed, and Argos heals for as many HP as the icy defenses had remaining.
Stunned-As the effects where down, a sudden burst of cold snaps out from Argos. All creatures within 30' must make a DC 19 Constitution saving throw, taking 2d10 cold damage on a failure. The Stunned condition is then removed.
Leader Of Men All allies within 120' of Argos that can either see or hear him gain +7 to their damage rolls and +3 to their attack rolls.
Frost Walker Argos never takes penalties for cold-based difficult terrain or weather.
Actions
Cryotheum Spear Melee Weapon Attack: +16 to-hit, reach 15', one target. Hit: 1d10+12 piercing damage, 2d10 cold damage, and, if they suffer any cold damage, they must make a DC 18 Constitution saving throw or have their move speed reduced by 10'. This can stack with itself.
Hunting Bow Ranged Weapon Attack: +11 to-hit, range 150'/600', one target. Hit: 1d10+9 piercing damage.
Inspire Argos selects a single ally within 120' who can either see or hear him. The ally gains an inspiration die (2d6) which can be used for one of the following effects (requiring no action unless otherwise stated), chosen at the time of granting:
-Damage roll
-AC (used as a reaction)
-Save roll (used as a reaction)
-Attack roll
-Skill check
-Temporary HP (gained as a bonus action)
Extra Attack IV Argos makes five attacks in any combination of Cryotheum Spear, Hunting Bow, and Inspire.
Bonus Actions
Inspire As the action above.
Wall Of Ice Argos casts Wall Of Ice, though the initial damage is only 4d6 and the frigid air damage is only 2d6. Save DCs are 19.
Legendary Actions
Argos gets three legendary actions.
Attack. Argos makes a single attack.
Inspire. Argos uses the Inspire action.
DCR: 255 HP is CR 13. AC 22 bumps that to 15. His various other defensive abilities Imma say are worth +3, so DCR 18.
OCR: 5*28=140, +14=154, +3*28=238 DPR. CR 26, bumped up to 28 for hit bonus.
I'd drop the OCR a little, since he probably won't spend EVERY action attacking, but his other abilities make up for that. So...
28+18=46, 46/2=23.
CR 23.
Note that allies should take into consideration their CR WITH his buffs-even a standard, say, Gladiator is much scarier with +3 to-hit, +7 damage on every attack, and inspiration dice.
Unbound Argos, The Eternal Frost
Large Fiend, Lawful Evil
Armor Class 19 (Frostbound Plate)
Hit Points 315 (30d10+150)
Speed 60', Fly 40'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
26 (+8)
18 (+4)
20 (+5)
20 (+5)
20 (+5)
24 (+7)
Skills Athletics +14, History +11, Investigation +11, Nature +11, Religion +11, Animal Handling +17, Insight +17, Perception +11, Survival +17, Intimidation +11, Persuasion +17
Damage Vulnerability Fire
Damage Immunities Cold, Bludgeoning, Piercing, and Slashing from non-magical weapons, Poison
Condition immunities Frightened, Poisoned
Senses Darkvision 120', Infrasight 300', Passive Perception 21
Languages Common, Auran, Aquan
Challenge 24
Infravision Argos is able to see heat and cold up to 300' out from himself.
Frostbound Plate This +1 Full Plate renders any critical hit to Argos reduced to a normal hit instead.
Mettle Should Argos be subjected to a partial effect on a failed save, he instead suffers no ill effects, unless it is a Dexterity save for half damage, in which case he takes damage as normal.
Condition Effects Argos is infused with primordial frost itself. Should he be subjected to the following conditions, the following effects happen at the end of his next turn, assuming the condition is still in effect.
Blinded-Argos's eyes flame bright with pure cold radiance. All creatures that can see Argos must make a DC 19 Wisdom saving throw, or feel the frost clutching at their very souls, taking 3d10 necrotic and cold damage on a failed save. The Blinded condition is removed after this.
Charmed-As the charm settles on Argos, you feel the cold in his soul lay upon your own. Then, as his own spiritual might wells up, you must make a DC 19 Charisma saving throw or become Frightened of Argos until the end of your next turn. The Charmed condition is removed after this.
Paralyzed-Argos's body is suddenly surrounded by hoarfrost, forming a solid wall of ice. The ice has AC 16 and 60 HP, as well as immunity to cold, poison, and necrotic damage, vulnerability to fire and thunder damage. The ice lasts until Argos's next turn begins, upon which it vanishes into frozen mists. The Paralyzed condition is removed, and Argos heals for as many HP as the icy defenses had remaining.
Stunned-As the effects where down, a sudden burst of cold snaps out from Argos. All creatures within 30' must make a DC 19 Constitution saving throw, taking 2d10 cold damage on a failure. The Stunned condition is then removed.
Frost Walker Argos never takes penalties for cold-based difficult terrain or weather.
Actions
Claws Of Hatred Melee Natural Attack: +14 to-hit, reach 10', one target. Hit: 2d12+8 slashing damage, and 2d12 cold damage, and, if they suffer any cold damage, they must make a DC 19 Constitution saving throw or have their move speed reduced by 10'. This can stack with itself.
Gaze Of Death Argos fixes his gaze on someone within 120' with nothing but hatred and death. They must make a DC 19 Wisdom save. On a failure, they take 10d10 necrotic and cold damage, and have their maximum HP reduced by the same amount. On a failure, they take half damage, and their max HP is unchanged. Once a save is made against this ability, the target is immune to it until they take a rest.
Gaze Of Fear Argos uses his most intimidating glare on someone within 120'. They must make a DC 19 Charisma save. On a failure, they are Frightened until they succeed on the save, which may be retaken at the end of each of their turns. If they can see Argos, they have disadvantage on the save. On a success, they are frightened until the end of Argos's next turn. Once a save is made against this ability, the target is immune to it until they take a rest.
Gaze Of Crushing Despair Argos looks at someone within 120' and reveals to them the uncaring truth of the world. They must make a DC 19 Intelligence save. On a failure, they are paralyzed for one minute, and may repeat the save at the end of each of their turns. On a success, they are stunned until the end of Argos's next turn. Once a save is made against this ability, the target is immune to it until they take a rest.
Extra Attack V Argos makes six Claws Of Hatred attacks and a single Gaze attack.
Bonus Action
Wall Of Ice Argos casts Wall Of Ice, though the initial damage is only 6d6 and the frigid air damage is only 3d6. Save DCs are 19.
Legendary Actions
Argos gets three legendary actions.
Attack. Argos makes a single Claws of Hatred attack.
Gaze (Requires 2 Actions). Argos makes a Gaze attack.
DCR: 315 HP for base DCR of 17. AC 19 doesn't effect that, but his other abilities will give, say, +1. DCR 20.
OCR: 34*6=204, +55=259, +21=280 DPR, assuming he uses Death every round. Solid OCR of 28, nothing too special to change that.
28+20=48, 48/2=24. Seems about right.
Argos starts with his armies, Bound. This should be a nail-biter of a fight. Do you deal with the buffman himself, or do you deal with the people receiving the buffs? Then, eventually, he is slain. (Hopefully.) But, as they finish off the remainder of the mooks, something rises from Argos's corpse. It's Argos Unbound-the demon that's kept him alive all these years. While only a nominally more difficult fight than Argos Bound, and probably easier than the full fight with Argos and minions, the players JUST FOUGHT Argos Bound. They're tired-they blew their spell slots. They aren't quite ready... But give them a few rounds to prepare as Argos Unbound manifests. Let them cast Bless and Cure Wounds, let the Paladin Lay on Hands... Give them a chance.