Argus
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.
- HP
- 184 (13d8+126)
- AC
- 30, touch 12, flat-footed 28 (+2 Dex, +4 insight, +18 natural, –4 size)
- Speed
- 40 ft.
- Init
- +12M
- Melee
- 2 claws +20 (3d6+14 plus grab), bite +19 (2d8+14)
- Ranged
- rock +8 (3d6+14)
- Space
- 20 ft.
- Reach
- 20 ft.
- BAB
- +9
- CMB
- +27 (+31 grapple)
- CMD
- 43
- Fort
- +10
- Ref
- +6
- Will
- +9
- DR
- 10/epic
- Defensive Abilities
- absolute readiness, rock catching
- Racial Modifiers
- +8 on vision–based Perception checks
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.)
AlertnessM, Combat ReflexesM, Improved InitiativeM, Intimidating Prowess, Quicken Spell-Like Ability (true strike), Skill Focus (Perception), Weapon Focus (claw)
<p class="stat-block-1"> Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Climb +24, Handle Animal +6, Intimidate +30, Knowledge (history) +10, Perception +29 (+37 on vision–based Perception checks), Sense Motive +23, Swim +24
- 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
- Languages
- Aklo, Celestial, Common
- Source
- Bestiary 4
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Uses feat: Intimidating Prowess (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Arcane Sight (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Scrying (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Arcane Eye (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Clairaudience/Clairvoyance (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Status (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Strike (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Strike (Spell)House/Core — covered by the site's Section 15.
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