Argus
Description
An argus is an ancient creature related to the titans, transformed by a deity into a vigilant and restless sentry, usually as a punishment for some affront or rebellion. Within its hideous and misshapen body lies a lonely heart that craves music and beauty to comfort it in its forlorn and unending vigil. It might talk peaceably with visitors if they promise to sing songs or tell stories (and it believes its guests don't intend to harm it or steal what it guards). If insulted or mocked, an argus is quick to anger, dispatching foes so it can go back to brooding in peace.
An argus stands 25 feet tall and weighs 18,000 pounds.
Combat Stats
- Melee
- 2 claws +20 (3d6+14 plus grab), bite +19 (2d8+14)
- Ranged
- rock +8 (3d6+14)
- Space
- 20 ft.
- Reach
- 20 ft.
- DR
- 10/epic
- Defensive Abilities
- absolute readiness, rock catching
- Aura
- frightful presence (40 ft., DC 16)
- Racial Modifiers
- +8 on vision–based Perception checks
Ability Scores
Special Attacks
Accurate Strikes — An argus's attacks ignore the AC bonus granted to targets by any cover less than total cover, and the miss chance granted to targets by any concealment less than total concealment.
constrict (3d6+14)
Eye Gouge — If an argus rends or pins an opponent, as a swift action it can attempt a dirty trick maneuver to blind the target. If its combat maneuver check exceeds the DC by 10 or more, the opponent is permanently blinded.
Fascinating Gaze — A creature within 40 feet of an argus must succeed at a DC 16 Will saving throw or be fascinated for 5d6 rounds. If the creature has 4 or fewer Hit Dice, it is instead dazed for 5d6 rounds. An argus can't use this ability in the same round it uses frightful presence. The save DC is Charisma-based.
mythic power (6/day, surge +1d8)
rend (2 claws, 3d6+21)
rock throwing (200 ft.)
Feats
Alertness, Alertness, Mythic, Combat Reflexes, Combat Reflexes, Mythic, Improved Initiative, Improved Initiative, Mythic, Intimidating Prowess, Quicken Spell-Like Ability (true strike), Skill Focus (Perception), Weapon Focus (claw)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
The bonus on Perception and Sense Motive skill checks from Alertness increases by 2. In addition, you can expend one use of mythic power to treat a Perception or Sense Motive check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power to, until the start of your next turn, make attacks of opportunity against foes you've already made attacks of opportunity against this round if they provoke attacks of opportunity from you by moving.
The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Climb +24, Handle Animal +6, Intimidate +30, Knowledge (history) +10, Perception +29 (+37 on vision–based Perception checks), Sense Motive +23, Swim +24
Spells
- Type
- Aberration
- Alignment
- LN
- Size
- Gargantuan
- Environment
- any land
- Organization
- solitary
- Treasure
- standard
- Senses
- all-around vision, arcane sight, darkvision 60 ft., detect scrying, limitless vision, mistsight, see in darkness, true seeing; Perception +29
- Aura
- frightful presence (40 ft., DC 16)
- Languages
- Aklo, Celestial, Common
- Source
- Bestiary 4