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ARGOS

Medium humanoid (argos), neutral evil

DEFENSE

Armor Class 12 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 40 ft.

ABILITY SCORES

STR 13 (+1)DEX 10 (+0)CON 12 (+1)INT 11 (+0)WIS 13 (+1)CHA 10 (+0)

STATISTICS

Skills Perception +5, Survival +3
Damage Resistances lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Argos
Challenge 1/2 (100 XP)

TRAITS

Amphibious. The argos can breathe both air and water. The argos is immune to the memory loss effects of the River Styx.

Light Sensitivity. While in bright light, the argos has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The argos makes two melee attacks, only one of which can be a bite.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.


Believed by some to be far-distant relatives of the sahuagin, the argos are an aggressive race of aquatic creature that dwell in the depths of the River Styx living in great underwater castles and cities. Argosian cities and strongholds are constructed of stone and coral. The argos are a highly superstitious race, not really trusting arcane magic, but reveling in the miracles of divine magic and what it can do. Most argosian towns, cities, and strongholds have a temple at the center. Some have several temples; one larger one dedicated to the Drowning Lord and several smaller temples dedicated to the lesser aquatic deities. Rulers in argosian society are known as priest-kings. These individuals are revered by all argos and many consider them to be the living embodiment of their deity. To kill an argosian priest or priestess is punishable by death. In some argosian societies, even merely offending a priest or priestess brings swift and harsh punishment.

The typical argos stands 6 feet tall and weighs just over 200 pounds. Its hide is scaly grayish-blue shading to light colors on its chest. A long dark gray fin runs from the crown of its head to its lower back. Its clawed hands and feet are both webbed, and its eyes are the color of soot. Females stand just less than 6 feet tall and are usually lighter in color. Argos mate once every few years generally, and gestation lasts about 6 months. Young are born live and are light gray in color, reaching maturity within 15 months. An argos typically lives to about 40 years of age. The argos diet consists of shark, small fish, seaweed and undersea plants and humanoid flesh. Argos are particularly fond of humans, elves, aquatic elves, and merfolk; the latter being considered a delicacy. Squid is never eaten by an argos; the animal being considered sacred and the favored animal of the Drowning Lord.

In combat, an argos prefers to fight with a spear and its vicious bite. If disarmed or simply by choice, an argos can fight with its webbed claws to rend and slash its foes. When battling, an argos prefers to fight in the water where it has the advantage. Favored tactics include swooping down on prey from above or swimming up beneath prey and attacking from surprise. When attacking seaside towns civilizations, argos raiding bands attack at night and can number up to 80 individuals. They prefer to swarm their opponents and attack using their great numbers to overwhelm their opponents. They use the same general tactics when attacking seagoing vessels as well, swarming their targets and crushing them under the onslaught. Prisoners are rarely taken in such raids as most land-based life cannot breathe underwater or survive the memory-draining power of the River Styx. Some argosian cities do use magic however to sustain air breathing slaves and prisoners. These are rare, as most prisoners are slain and devoured within a few hours.

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