BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Talos

A great bronze giant created by the god of smithing, Hephaestus. The golem was created at the request of Zeus to protect Europa. When the golem was no longer needed, he was given a new purpose, to guard one of the gates in the recently transported Isle of Pan.  

Traits

  • Defensive Ward: A defensive auro surrounds Talos in a 60 ft. radius. Allied constructs within this range take 1d4 less damage when being hit and do not take damage from Talos' attacks. The aura can be deactivated by casting dispel magic. It will become active again after 3+1d8 turns. Constructs affected by this aura can only be destroyed beyond repair when brought below 1 hp by an amount of damage equaling their max hp.
  • Vigilant: Talos can't be surprised.
  • Immutable Form: The golem is immune to any spell or effect that would alter its form.
  • Magic Resistance: Talos has advantage on saving throws against spells and other magical effects.
  • Magic Weapons: Talos' weapon attacks are magical.
  • Construct Nature: Talos doesn’t require air, food, drink, or sleep.
  • Unrestrained: The golem has advantage against being grappled or any checks that may result in the golem becoming restrained.
  • Charger: When the golem uses the Dash action, it may spend its bonus action to make a Strike attack or to shove a creature. If it moves at least 10 ft. in a straight line immediately before taking one of these bonus actions, it either gains a +5 bonus to the attack’s damage roll or pushes the target an additional 5 ft.
 

Actions

  • Multiattack: Talos makes two strike attacks and one slam attack.
  • Strike: Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (1d10 +6) bludgeoning damage.
  • Slam Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 19 (3d8 +6) bludgeoning damage. On a hit, the target must succeed a DC 16 STR saving throw or fall prone.
  • Searing Steam (recharge 3-5 turns): Burning steam bursts from Talos' body, creating a thick mist around Talos in a 20 ft. radius. Creatures caught in the cloud must succeed on a DC 16 Constitution roll or take 17 (5d6) Fire damage. On a successful safe, a creature only takes half damage. The cloud lingers in place for 2+1d6 turns. Creatures moving into the steam cloud or starting their turn inside of it take 2d6 Fire damage. For half the duration that the steam remains, the cloud is too thick to look through, limiting a creature's visibility to only 5 ft.
  • Awaken Kin: As a bonus action, Talos may target up to 3 unconscious constructs that are not below 1 hp within 100 ft. and wake it up.
  • Repair (4/Day): As a bonus action, Talos creates a particle cloud around himself or one construct or object within 20 ft. The cloud repairs the target for 14 (3d6 +4) hit points. Constructs repaired in this manner that were below 1 hp remain unconscious.
 

Legendary Actions

  Talos may make up to 2 legendary actions each round.
  • Strike
  • Slam (2 actions)
  • Awaken Kin
  • Repair Kin (2 actions, recharge 3-5 turns): Talos targets up to 5 constructs that are not beyond repair within 60 ft. and produces a partial cloud around them. Every round for the cooldown duration, at turn initiative 20, the particle cloud repairs the constructs for 13 (2d8 +4) hp. Constructs repaired in this manner that were below 1 hp remain unconscious. Constructs that are beyond repair are unaffected by the particle cloud. The particle clouds can be dispersed when being hit by 16 magical damage that is not Psychic or Poison during a single round. If the construct that is being repaired is attacked, the particle cloud is attacked as well.
   

Layer Actions

  • Particle Acceleration: Once per combat, when Repair Kin is not on cooldown, Talos releases a large quantity of repairing particles that seek out nearby constructs. Talos regains all three-quarters of hp lost since the start of the last round. Additionally, Talos may target up to 5 constructs that are not beyond repair within 60 ft. of him, around which forms a particle cloud. All targetted constructs are repaired for 13 (2d8 +4) hp immediately and for half their maximum hp as long as there is still a particle cloud surrounding them at the end of the round. The particle clouds will remain and function as described in Repair Kin on subsequent turns. The particle clouds can be dispersed when being hit by 20 magical damage that is not Psychic or Poison (reduced to 16 magical damage on subsequent rounds). This action triggers the cooldown of Repair Kin.
       
STRDEXCONINTWISCHA
22(+6) 8(-1) 18(+4) 15(+2) 10(+0) 8(-1)
Type: Large Construct, Golem
Armor Class: 17
Hit Points: 190
Speed: 30 ft.
Proficiency: +3   Saving Throws: STR +9, INT +5
Damage Resistance: Acid, Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Petrified
Senses: Blindsight 120 ft.
Languages: Understands Common, Celestial, and Hippodean but can't speak
Challenge: 8 (3900 XP)
Children

Comments

Please Login in order to comment!