Legendary Resistance (3/Day). If Argo fails a saving throw, he can choose to succeed instead.
Multiattack. Use Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought.
Afterthought. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 10) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points.
Torrent Of Blood (Recharge 5–6). Conjure a torrent of blood that fill a 30-foot circle and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is frightened of Argo for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rotten Fate. Cause necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
Spellcasting. Argo casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):
At will: animate dead (as an action), detect magic, dispel magic, fly, lightning bolt, mage hand, prestidigitation
2/day each: dimension door, invisibility, scrying (as an action)
Argo Punch . Argo blasts fire in a 5-foot line. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (7d12) radiant damage on a failed save, or half as much damage on a successful one.
Vile Teleport. Argo teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Argo regains 80 hit points.
Dread Counterspell. Argo utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Argo makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.
Fell Rebuke. In response to being hit by an attack, Argo utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Argo teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
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