Argo | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Argo

Huge aberration, neutral evil
Armor Class: 17 (Natural + dexterity)
Hit Points: 165 (15d12+60)
Speed: , fly: 40 ft , can hover

STR

16 +3

DEX

9 -1

CON

20 +5

INT

19 +4

WIS

10 +0

CHA

17 +3

Saving Throws: Intelligence +8, Charisma +7
Skills: Perception +4 Survival +4
Senses: Darkvision 180"
Languages: Elderday, Alin
Proficiency Bonus: +4

At will:
  • Eldritch Blast (2x d10+4 force damage, range 300")
  • Detect Magic

1/day:
  • Test of Wills

2/day:
  • Hunger
  • Protective Screen

3/day:
  • 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

An Argo is an aberration from the Great Beyond, a mass of pulsing mind, tentacle and ammonia that exist deep with the Spaces. Whether summoned, falling through the cracks between the Places and the Spaces or by plans of their own designs, Argos are currently known to inhabit several of the Alin homeworlds.   Frequently correlated with the Great Old Ones, Titans and their minions, it is not know whether the Argos are causally linked to these creatures.   They are frequently found in wedges of three, fractally travelling the places they inhabit, their alliances unknown.

Created by

Holocene Witches.

Statblock Type

Monster

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