Shapechanger. it can use its action to polymorph into Vampiric Mist, or back into its true form.
While in mist form, It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage. Additionally, while in this form, Argus can use its action to possess a corpse within 5 feet of it that is large size or smaller. While possessing a corpse this way, Argus maintains his INT, WIS, and CHA stats, but takes on the creatures STR, DEX, and CON.
Legendary Resistance (3/Day). If the Argus fails a saving throw, it can choose to succeed instead.
Regeneration. Argus regains 20 hit points at the start of his turn if he is still conscious. If Argus takes radiant damage, this trait doesn’t function at the start of his next turn.
Bloody Rage. In battle, Argus fights with vicious ferocity. As a bonus action, Argus can enter a rage.
• He has advantage on strength checks and strength saving throws.
• While he's raging, having 0 hit points doesn’t knock him unconscious or kill him. He still suffers the normal effects of taking damage while at 0 hit points. However, he doesn't die until his rage ends, and dies then only if he still has 0 hit points.
• He has resistance to bludgeoning, piercing, and slashing damage.
Agent of Slaughter. His rage is so fierce that it ends early only if he falls unconscious or if he chooses to end it.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Weaknesses. The vampire has the following flaws:
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Wrathbringer. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 12 (1d12 + 8) slashing damage. Additionally, if the target is missing any of its hit points, it deals 1 extra die of damage and 1 additional die of damage when the enemy's hit points are below half their hit point maximum. You can roll two additional weapon damage dies when determining the extra damage for a critical hit with a melee attack. Additionally, attacks made with this weapon only deal lethal damage.
Bite. (Physical Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Argus regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Argus's control.
Bloodlust. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by Argus. The charmed target regards all creatures it can see as sworn enemies and must use each of their actions to attack a creature with a melee weapon or pursuing a creature if they can no longer see one.
If a creature harms the charmed creature in any way, the affected creature can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Argus is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Spellcasting: While attuned to the artifact Wrathbringer, Argus can use an action to cast Vortex Warp or Investiture of Flame from it. After he casts the spell, roll a d6. On a roll of 1-5, he can't cast that spell again until the next dawn.
Mogis's Favor: While attuned to Wrathbringer and in combat, horns cloaked in stars adorn the head of Argus. As a bonus action, he can move up to his maximum speed toward an enemy of his choice that he can see or hear. He must end this move closer to the enemy then where he started.
Vengeance: When Argus is dealt damage by a creature, he may use his reaction to move up to 30 feet towards the attacker and make one melee attack against the target.
The vampire 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. The vampire regains spent legendary actions at the start of its turn.
Move. Argus moves up to its speed without provoking opportunity attacks.
Unarmed Strike. Argus makes one melee attack.
Bite (Costs 2 Actions). Argus makes one bite attack.
Lair and Lair Actions
Lair of Argus
Skophos is a place fit only for the strong. Argus is the strongest of them all and thus, the undisputed head of Skophos. The maze that surrounds Skophos bends and can be reshaped to his will.
Lair Actions
Argus can use one of the following lair actions at initiative count 20 each round.
- Argus manipulates the maze using the spell, Hallucinatory Terrain to reshape paths and threats within the maze.
- Argus can move up to his movement speed in any direction moving threw walls as though they were difficult terrain.
- Argus can manipulate the weather over Skophos to create cloudy skies that block out the sun. This affect only lasts 24 hours.
Regional Effects
The region surrounding Argus's lair is warped by his unnatural presence, creating any of the following effects:
- There’s a noticeable increase in bloodlust and people are more likely to resort to violence for petty disturbances.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping red fog clings to the ground within 500 feet of Argus's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If Argus is destroyed, these effects end after 2d6 days.
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