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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.

Maelynn
2018-05-19, 10:36 AM
I like the idea of giving them some prep time. A round or two should be enough to get some healing/buffs done and to get into position. I'm going to use this idea to get some inspiration. ^^

As for the boss itself, I like the idea of him having a shield that gives resistance to the very thing he's normally quite vulnerable to. Should make for an interesting first match, when the party is probably going to start with hurling fire at an ice boss. xD

JNAProductions
2018-05-19, 08:40 PM
The Frozen Guard: Bulwarks
Medium Humanoid, Lawful Evil

Armor Class 21 (Full Plate, Shield Of Ice)
Hit Points 143 (15d8+75)
Speed 30'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


18 (+4)
10 (0)
20 (+5)
14 (+2)
16 (+3)
10 (0)



Skills Athletics +8, Perception +7
Damage Resistance Fire, Bludgeoning, Piercing, and Slashing from non-magical weapons
Damage Immunity Cold
Senses Darkvision 60', Passive Perception 17
Languages Common, Auran, Aquan
Challenge 9


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.

Servant Of A Greater Power A Bulwark is immune to the Frightened condition while within sight of Argos, if Argos is alive.

Mettle Should a Bulwark be subjected to a partial effect on a failed save, they instead suffer no ill effects, unless it is a Dexterity save for half damage, in which case they take damage as normal.

Frost Walker A Bulwark never takes penalties for cold-based difficult terrain or weather.

Strong Defenses A Bulwark reduces all damage taken by 4, before any resistances apply.

Survivor A Bulwark below half health regains 10 HP at the start of each of their turns, so long as they have at least 1 HP.

Sentinel A Bulwark who hits with an attack of opportunity reduces the target's speed to 0' for one turn.

Actions


Frozen Hammer Melee Weapon Attack: +8 to-hit, reach 5', one target. Hit: 1d8+6 bludgeoning damage, and 1d8 cold damage.

Extra Attack II The Bulwark makes three attacks with their Frozen Hammer or other attack actions.

Bonus Action


Solid Stance The Bulwark takes on a solid stance. They have advantage against saves that force movement, and reduce any forced movement by half. In addition, attacks of opportunity do not cost a reaction, and they gain +2 to their AC. However, they cannot voluntarily move while this stance lasts. The stance lasts until dismisses as a bonus action.

Reaction


Protect The Bulwark intercepts an attack on an adjacent ally, taking the blow themselves. This can be used even against area of effect abilities, in which case, the Bulwark is affected twice should they be in the area, and their target is unaffected. This ability may also be used against an attack that has the Bulwark providing cover, even if the target is not adjacent.

DCR: 143 HP is CR 5, but AC 21 bumps that to 8. Then, the rest are probably worth +2, so DCR 10.

OCR: 15*3=45 DPR, CR 7, +1 for attack bonus, so CR 8.

8+10=18, 18/2=9.

CR 9.

Argos has two Bulwarks in his guard.

The Frozen Guard: Assassins
Medium Humanoid, Lawful Evil

Armor Class 18 (Frosted Leather Armor)
Hit Points 113 (15d8+45)
Speed 45'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


12 (+1)
20 (+5)
16 (+3)
16 (+3)
12 (+1)
12 (+1)



Skills Acrobatics +9, Stealth +13, Sleight of Hand +9, Deception +5
Damage Resistance Fire
Damage Immunities Cold, Poison
Condition Immunity Poisoned
Senses Darkvision 60', Passive Perception 11
Languages Common, Auran, Aquan
Challenge 11


Frosted Leather Armor This +1 Studded Leather grants the wielder resistance to fire. However, should the wielder take fire damage, the magical +1 of the armor is negated until the end of the next turn of whoever inflicted the fire damage.

Servant Of A Greater Power An Assassin is immune to the Frightened condition while within sight of Argos, if Argos is alive.

Frost Walker An Assassin never takes penalties for cold-based difficult terrain or weather.

Evasion An Assassin, when forced to take a Dexterity save for half damage, takes no damage on a success and half damage on a failure.

Actions


Icicle Knife Melee or Ranged Weapon Attack: +9 to-hit, reach 5' or range 20'/60', one target. Hit: 1d4+5 piercing damage, 2d6 cold damage, and the target must make a DC 16 Constitution saving throw. On a failure, they take 4d6 poison and cold damage, and are Slowed (as per the spell) for one minute. Throwing off the Slow effect requires another DC 16 Constitution saving throw, not a Wisdom saving throw. This is considered a poison effect.

Extra Attack III The Assassin makes four attacks with their Icicle Knives or other attack actions.

Bonus Action


Conjure Icicle Knife The Assassin creates an Icicle Knife from ambient moisture and cold. They typically start battle with about half a dozen knives in their arsenal.

DCR: 113 HP, AC 18. CR 3, +2 for AC, for 5.

OCR: 28.5*4=114, with a +9 to hit and DC 16 saves. CR 18, with no mods for saves or hit bonus.

18+5=23, 23/2=11.5. Imma round down, since their attack bonus and saves are a touch low. So CR 11.

Argos has two Assassins in his guard.