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  1. - Top - End - #1
    Colossus in the Playground
     
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    Default Argos, The Eternal Frost

    Spoiler: Argos, The Eternal Frost
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    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)

    Saving Throws Constitution +10
    Skills Athletics +12, History +11, Investigation +11, Nature +11, Religion +11, Animal Handling +17, Insight +17, Perception +11, Survival +17, Intimidation +17, Persuasion +17
    Damage Resistances Fire (see below), Poison
    Damage Immunities Cold; Bludgeoning, Piercing, and Slashing from non-magical weapons
    Condition Immunities Frightened, Poisoned
    Senses Darkvision 120', Infravision 300', Passive Perception 21
    Languages Common, Primordial, Infernal
    Challenge 23

    Infravision
    Argos can see in thermal vision out to 300' from himself.

    Frostbound Plate
    This +1 Full Plate renders any critical hit against Argos a normal hit instead. It additionally deals 1d10 points of cold damage to whoever wears it at the start of their turn.

    Shield Of Ice
    This +1 Shield grants the wielder resistance to Fire damage. However, if the wielder takes any fire damage, the shield becomes nonmagical (no longer granting resistance or it's +1 additional AC, only the normal +2 from a shield) until the end of the turn of whoever dealt fire damage, or until the wielder receives at least 5 cold damage.

    Mettle
    Argos completely ignores the effects of a spell or other effect on a successful save, regardless of whether he would normally be subject to something.

    Adaptive Physiology
    Whenever Argos is subjected to one of the following conditions for the duration of his turn, he gains immunity to that effect until a new effect overwrites it.
    The conditions he can gain immunity to are: Blinded, Charmed, Paralyzed, and Stunned.
    If he gains immunity while the condition is ongoing, the condition is not automatically removed, but he is immune to its effects.

    Leader Of Men
    Any of Argos' allies within 120' that can see or hear him gain +6 to their damage rolls and +3 to their attack rolls. This does not affect Argos himself.

    Frost Walker and Ice Sight
    Argos completely ignores any movement penalties from cold, snow, ice, or similar; as well as ignoring any visual penalties from the same.

    Magical Attacks
    All Argos' attacks are considered magical for overcoming damage resistance and immunity.

    Unbound
    If Argos is slain, his daemonbound soul will arise in 3d3 rounds, at full HP, using the Unbound Argos stablock.

    Actions

    Cryotheum Spear Melee Weapon Attack
    +12 to-hit, reach 10', one target. Hit: 1d12+6 piercing damage, 2d12 cold damage, and should the target suffer any cold damage, they must make a DC 18 Constitution save. On a failed save, their move speed is reduced by 10' for one minute, or until they pass a DC 18 Constitution save at the end of their turn. This ability can stack with itself, though a single passed save at the end of the turn removes all slowing.

    Hunting Bow Ranged Weapon Attack
    +8 to-hit, range 150'/600'. Hit: 1d10+2 piercing damage, and 1d10 cold damage.

    Inspire
    Argos inspires a single ally affected by his Leader of Men ability. That ally gains an Inspiration die at 2d6, which can be used for one of the following effects, typically made as part of the roll. If an action is needed, it is noted beside the use.
    -Damage Roll
    -Attack Roll
    -Ability Check
    -AC (used as a reaction against a single attack)
    -Save (used as a reaction against a single save)
    -Temporary HP (used as a bonus action, lasts for one hour)

    Extra Attack IV
    Argos makes five attacks in any combination of Inspire, Hunting Bow, Cryotheum Spear, or other attack actions.

    Bonus Actions

    Inspire
    Argos uses the Inspire action as listed above.

    Wall Of Ice
    Argos casts Wall Of Ice at DC 19. The initial damage is only 4d6 and the frigid air damage is only 2d6.

    Legendary Actions

    Argos 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. Argos regains spent legendary actions at the start of their turn.

    Attack. Argos makes a Cryotheum Spear attack.
    Inspire. Argos uses Inspire.

    Spoiler: Argos Unbound
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    Argos Unbound
    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)

    Saving Throws Constitution +11
    Skills Athletics +14, History +11, Investigation +11, Nature +11, Religion +11, Animal Handling +17, Insight +17, Perception +11, Survival +17, Intimidation +17, Persuasion +17
    Damage Vulnerability Fire
    Damage Immunities Cold; Bludgeoning, Piercing, and Slashing from non magical weapons; Poison
    Condition Immunities Poisoned, Frightened
    Senses Darkvision 120', Infravision 300', Passive Perception 21
    Languages Common, Primordial, Infernal
    Challenge

    Infravision
    Argos can see in thermal vision out to 300' from himself.

    Frostbound Plate
    This +1 Full Plate renders any critical hit against Argos a normal hit instead. It additionally deals 1d10 points of cold damage to whoever wears it at the start of their turn.

    Mettle
    Argos completely ignores the effects of a spell or other effect on a successful save, regardless of whether he would normally be subject to something.

    Adaptive Physiology
    Whenever Argos is subjected to one of the following conditions for the duration of his turn, he gains immunity to that effect until a new effect overwrites it.
    The conditions he can gain immunity to are: Blinded, Charmed, Paralyzed, and Stunned.
    If he gains immunity while the condition is ongoing, the condition is not automatically removed, but he is immune to its effects.

    Frost Walker and Ice Sight
    Argos completely ignores any movement penalties from cold, snow, ice, or similar; as well as ignoring any visual penalties from the same.

    Magical Attacks
    All Argos' attacks are considered magical for overcoming damage resistance and immunity.

    Actions

    Claws Of Hatred Melee Weapon Attack
    +14 to-hit, reach 10', one target. Hit: 2d12+8 slashing damage, 2d12 cold damage, and should the target suffer any cold damage, they must make a DC 18 Constitution save. On a failed save, their move speed is reduced by 10' for one minute, or until they pass a DC 18 Constitution save at the end of their turn. This ability can stack with itself, though a single passed save at the end of the turn removes all slowing.

    Gaze Of Death
    Argos fixes his hate-filled gaze upon a target he can see within 120'. They must make a DC 19 Wisdom saving throw-on a failure, they take 10d10 necrotic damage, and have their HP maximum reduced by the same amount. Anyone who's maximum HP is reduced to zero is immediately slain. On a successful save, the target takes half damage, does not have their maximum HP reduced, and is immune to this effect until they complete a rest.

    Gaze Of Fear
    Argos glares with intimidation at a target he can see within 120'. They must make a DC 19 Charisma save, becoming Frightened of Argos on a failed save. They may repeat the save at the end of each of their turns, though with disadvantage if Argos is visible to them. On a successful save, the target is frightened of Argos until the end of their next turn. Once a save is passed, the target is immune to this ability until they complete a rest.

    Gaze Of Crushing Despair
    Argos reveals to someone he can see within 120' the cold, hard truth of the world. They must make a DC 19 Intelligence save, becoming paralyzed on a failed save. They may repeat the save at the end of each of their turns. On a successful save, the target is stunned until the start of Argos' next turn. Once a save is passed, the target is immune to this ability until they complete a rest.

    Extra Attack III
    Argos makes four Claws Of Hatred attacks, and one Gaze attack. He may replace any Claw attack with another attack action.

    Bonus Actions

    Wall Of Ice
    Argos casts Wall Of Ice at DC 19. The initial damage is only 6d6 and the frigid air damage is only 3d6.

    Legendary Actions

    Argos 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. Argos regains spent legendary actions at the start of their turn.

    Attack. Argos makes a Claws of Hatred attack.
    Gaze (Requires 2 Actions). Argos uses a Gaze attack.


    Spoiler: Frostbound Bulwark
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    Frostbound Bulwark
    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 Resistances Fire (see below); Bludgeoning, Piercing, and Slashing from non-magical weapons
    Damage Immunities Cold
    Senses Darkvision 60' Passive perception 17
    Languages Common, Primordial, Infernal
    Challenge

    Shield Of Ice
    This +1 Shield grants the wielder resistance to Fire damage. However, if the wielder takes any fire damage, the shield becomes nonmagical (no longer granting resistance or it's +1 additional AC, only the normal +2 from a shield) until the end of the turn of whoever dealt fire damage, or until the wielder receives at least 5 cold damage.

    Servant Of A Greater Power
    While affected by Argos' Leader Among Men ability, a Bulwark is immune to being Frightened.

    Frost Walker
    A Bulwark completely ignores any movement penalties from cold, snow, ice, or similar.

    Strong Defenses
    Any time a Bulwark takes damage, they may reduce it by four before resistances or immunities would apply./

    Survivor
    A Bulwark that starts their turn below 72 but greater than 0 HP regains 10 HP immediately.

    Sentinel
    A Bulwark that strikes with an opportunity attack reduces the targets speed to 0' until the start of the Bulwark's next turn.

    Actions

    Frozen Hammer Melee Weapon Attack
    +8 to-hit, reach 5', one target. Hit: 1d8+4 bludgeoning damage, 1d8 cold damage.

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

    Bonus Actions

    Guardian's Stance
    The Bulwark enters the Guardian's Stance until they dismiss it as a bonus action. In this stance, they gain advantage on saves against forced movement, halve the effect of any effect that forces them to move, gain +2 to AC, and making an Attack of Opportunity does not cost them their reaction. However, they cannot voluntarily move while in this stance, and any forced movement immediately ends it.

    Reactions

    Protect
    The Bulwark intercepts an attack that targets an adjacent ally, or an ally who has cover from the attack from the Bulwark. This may even be used against area attacks, in which case, the Bulwark is affected twice (if both them and the target were in the area) or only once (if only the target was originally affected).

    Spoiler: Frostbound Assassin
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    Frostbound Assasin
    Medium Humanoid, Lawful Evil

    Armor Class 18 (Frosted Leather)
    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 Vulnerability Fire
    Damage Immunities Cold, Poison
    Condition Immunities Poisoned
    Senses Darkvision 60', Passive Perception 11
    Languages Common, Primordial, Infernal
    Challenge

    Servant Of A Greater Power
    While affected by Argos' Leader Among Men ability, an Assassin is immune to being Frightened.

    Frost Walker
    An Assassin completely ignores any movement penalties from cold, snow, ice, or similar.

    Actions

    Icicle Knife Melee or Ranged Weapon Attack
    +9 to-hit, reach 5' or range 30'/90', 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 are slowed (as the effects of the Slow spell) for one minute. The effect ends if they pass a Constitution save at the end of their turn. This is considered a poison effect.

    Unarmed Strike Melee Weapon Attack
    +9 to-hit, reach 5', one target. Hit: 1d10+5 bludgeoning and 1d10 cold damage.

    Extra Attack III
    The Assassin makes four Icicle Knife or Unarmed Strike attacks or other attack actions.

    Bonus Actions

    Conjure Icicle Knife
    The Assassin creates an Icicle Knife from ambient moisture and their own poisonous blood. An Assassin typically starts the battle with eight knives.


    Minor update (mostly formatting) to an old thread.

    Comments and critiques welcome!
    I have a LOT of Homebrew!

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  2. - Top - End - #2
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Re: Argos, The Eternal Frost

    Bumping for Twelvetrees to comment.
    I have a LOT of Homebrew!

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  3. - Top - End - #3
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: Argos, The Eternal Frost

    Quick assessments of Challenge:

    Argos: 19
    Defensive - 15
    Offensive - 24

    Argos Unbound: 22
    Defensive - 17
    Offensive - 27

    Bulwark: 8
    Defensive - 9
    Offensive - 7

    Assassin: 8
    Defensive - 6
    Offensive - 11

    Argos
    What does thermal vision mean mechanically?

    Argos is heavily skewed towards offense in melee in both forms. Any way his foes have of avoiding his grasp will greatly cut down on his effectiveness and at the level PCs would expect to face him at, they've got a lot of options to do just that. He's a fairly simple combatant as well, without a ton of options to adapt to different tactics. Kiting him works well. Even something as simple as the Polearm Master + Sentinel combo can shut him down in melee.

    More options for movement or better ways to make ranged attacks would help him out, as would terrain that forces foes to come to him. A Lair that allows him to pin PCs in place so he can make his melee attacks against him would make a fight against him harder, too.

    Should someone fail a save against his Unbound form's Gaze of Crushing Despair, that could swing a fight back in his favor extremely quickly. Right now, that's his best way to bring foes within his grasp. It's a scary ability, especially because it's an Intelligence save. I think a DM would need to take a close look at this ability when running Argos to know how it will work against their party in particular, but I don't think it's unbalanced.

    Bulwark and Assassin
    Both want to be in melee or in fairly close range. Paired with Argos, a small battlefield works in the favor. I like that they're both simple enough to run with Argos, but with high level PCs there are ways to ignore them, especially because they lack the ability to consistently fight at range.

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