Imix's Flame. Argos can call upon the Flame of Imix, and his weapons and eye become engulfed in flame. Any attack that he uses besides Hurl Flame deal a extra 10(3d6) fire damage. He can use this ability as a bonus action, and it lasts one minute.
Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.
Legendary Resistance (1/Day). If Argos fails a savings throw, he can chose to succeed instead.
Innate Spellcasting. Argos's innate spellcasting ability is Strength (spell save DC 16, +6 to hit with spell attacks). He can innately cast the following spells, requiring no material components.
At will: firebolt, burning hands
3/day each: Scorching ray, agganazar's scorcher
Multiattack. The cyclops makes two greatclub attacks. The Cyclops can also use Hurl Fireball ability.
Greatclub. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. If the Cyclops has on Imix's Flame, the attack also deals 10(3d6) fire damage.
Rock. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. If the Cyclops has on Imix's Flame, the attack also deals 10(3d6) fire damage.
Hurl Flame. Ranged Weapon Attack: +10 to hit, range 30/80, three targets. Hit: 14(4d6) fire damage, and the target becomes alight. While alight, the target takes 7(2d6) at the beginning of their turn, unless they take a action to douse the flame.
Frightful Presence. Each creature of the Cyclops's choice that is within 120 feet of the Cyclops and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Cyclops's Frightful Presence for the next 24 hours.
Playin With Fire. In response to taking fire damage, Argos regains as many hit points dealt to him on that attack, and his next attack has a damage bonus equal to the damage dealt to him by the attack. If the Imix's Flame ability is not active, it is activated.
Fiery Geiser. Argos pounds the ground in front of him, causing fiery geysers of lava to erupt around him. Up to three creatures within 50 ft of Argos must succeed on a DC 16 dexterity savings throw or take 3(1d6) fire damage, and become burning. While burning, the creature takes 3(1d6) damage at the start their turn. A creature can douse the flames as a action on their turn. If the creature does not douse the flames, the next time they take damage it increases by 3(1d6) fire damage, and so on.
Eruption of Fanarki. Argos, after 8 hours of concentration, can cause Mt. Fanarki to erupt. In round 1, all creatures in Argos's lair gain 1 level of exhaustion due to heat. In the next 2 rounds, Anyone in Argos's lair takes 50(1d100) fire damage per round, and automatically become blinded and poisoned from the fumes until the effects end (as well as exhaustion). In round 4, the damage anyone takes in the volcano increases to 101(2d100) fire damage, and 7(2d6) poison damage. At the beginning of round 5, the volcano erupts. Anyone in the volcano takes 252(5d100) fire damage, and 50(1d100) poison damage. Anyone within a 1/4 mile of the blast takes 7(2d6) fire damage, and 3(1d6) poison damage. Every minute after this for 2000 minutes, the blast increases by 1/10 miles. (In 2000 min, the blast goes 200 miles). For every ten-day after the eruption, all damage types are decreased by 3(1d6) in the blast radius. The poisoned and blinded conditions go away after 5 ten-day. Argos can't use this mythical action again for one year, or 520 days. If Argos dies, the effect also takes place.
Heat Wave. Argos sends out a wave of blistering heat for 50 ft, centered on him. Anyone that is within 50ft of him takes 3(1d6) fire damage and must succeed on a DC 15 constitution savings throw or gain 1 level off exhaustion for one hour.
Argos has a challenge rating of 12 (30 with Eruption of Fanarki) with his mythical actions.
Description
Fiery Doom. Blazing Giant. Roaring Blaze. These were all names that Argos the Bright One was called by people that knew him. A larger than average Cyclops, with increased knowledge, Argos made multiple pacts with Imix in order to call upon his flame. Argos was first seen in historical records in the year of The Purple Ships, when he was responsible for the destruction of the village of Xenion's Watch, the only town in the Plain of Standing Stones. Shortly after this, his increased size and knowledge allowed to him venture briefly to the Elemental Plane of Fire, where upon chance, he met Imix, the Prince of Fire. Since Imix was preparing to spread his influence to the material plane in greater amounts, he bestowed Argos a gift: the ability to wield fire. In return, Argos promised to influence others about Imix, and try to set up a elemental Fire Nobe for Imix. However, his journey back to the material plane was interrupted when he was attacked by the Adult Red Dragon Voreshikal. Despite the cyclops's new abilities, the dragon won due to skill and the fact that he was also immune to fire. Seriously wounded, Argos managed to escape and rested in the Elemental Plane of Fire, After a few months, he managed to find his way back to the material plane. True to his promise to Imix, he set up a lair in nearby Mt Fanarki, a active volcano. In the year of The Four Guards, he caused it to erupt, and it destroyed multiple villages. Still in constant eruption, the volcano provides a safe haven for Argos, free of most adventurers and mages. He is currently trying (and unsuccessfully) to build a Fire Nobe for Imix, the source of his fiery power.
Lair and Lair Actions
Argos's Lair
Argos has situated his domain in the Tortured Lands - in the Mensark Mountains. Here, he has two lairs. The first lair is in the ruined village of Mensark. This village was destroyed in more than one of the numerous eruptions of Mt Fanarki, (53 miles) and once in a a while Jay Volcano (310 miles), the two volcanoes in the area. The Cyclops calls these ruins his home, which smoky and dark. He can sometimes be seen wandering around them, or resting in the ruined library or feasting hall. In these ash-choked ruins is where he hopes to build a Elemental Fire Nobe. These ruins are the perfect spot for one to be built, because they have a strong history and connection with fire. His second, and primary lair is in the rim of Mt Fanarki. Here, a short cave system is his home. The cave system has three rooms, all that have soaring ceilings and intense heat. From this cave, he can control the elements of the volcano, which can cause massive eruptions that devastate the land for miles. It is due to these constant eruptions that most of the area is abandoned. However, a few hardy villages just keep on getting rebuilt and rebuilt. This cave system is also a lava tube, therefore strengthening its connection to fire and Argos. When his lair is invaded, Argos often sends waves of immense heat from the inactive lava tubes to scorch foes, or knock them senseless with his fire-engulfed club.
Lair Actions
On initiative count 20 (losing initiative ties), the Cyclops takes a lair action to cause one of the following effects:
- A wave off immense heat spreads outward for 20ft centered on Argos. All creatures of Argo's choosing must succeed on a DC 20 dexterity savings throw or take 17(5d6) fire damage on a failed save, or half as much on a successful one.
- Argos enters a godlike rage. He regains 14(3d8) hit points. Argos also gains advantage on all attacks, while other creatures gain advantage on attacks against him. the lair action lasts until he dismisses it, or until he uses another lair action.
- Argos's eye shines with supernatural fire. He can point at one creature. That creature has vulnerability to fire damage for one round.
While encountered in his lair, Argos has a challenge rating of 10 (13 with mythical actions) and (30 with Eruption of Fanzarki)
Regional Effects
The region containing Argo's lair is warped by the Cyclops's magic, which creates one or more of the following effects:
- The air is hot and smoky.
- The area is lightly obscured in smoke and ash.
- Illusions of denizens of the Elemental Plane of Fire appear here. They act like they would in real life, but are harmless. A creature can tell they are illusions with a successful DC 18 wisdom perception check, or contact with the creature.
- Small fissures in the ground erupt constantly.
These effects disappear 1d100 + 10 days after Argos dies. Mt. Fanarzi remains a active volcano, and Jay Volcano is to far away to be affected.
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