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Argos the Worrierby David Fryer
Okay, because a few of you asked me to post these when I mentioned them on Facebook, and I have a free moment, here are my NPC stats for Argos, dragon king of the Dymrak Forest. Please note that they are formated for the Pathfinder RPG.
Argos the Worrier CR 19
Male adult green dragon cleric 7 of Orcus
NE Huge dragon (air)
Init +0, Senses: dragon senses, Perception +26
Aura: Frightful Presence (180 ft, DC 22)
AC 27, touch 8, flat footed 27 (+19 natural, -2 size)
hp: 238 (15d12+75 plus 7d8+35)
Fort +19; Ref +11, Will +19
DR 5/magic, Immune acid, paralysis, sleep; SR 23
Speed: 40 ft, fly 200 ft (poor), swim 40 ft
Melee bite +26 (2d8+12/19-20), 2 claws +26 (2d6+8 (19-20), 2 wings +21 (1d8+4), tail slap +21 (2d6+12)
Space 15 ft, Reach 10 ft (15 ft with bite)
Special Attacks: bleeding touch (1d6 per/3 rounds, 7/day), breath weapon (50 ft cone, DC 22, 12d6 acid), channel negative energy (DC 17, 4d6, 7/day), crush (small creatures, DC 22, 2d8+12), touch of evil (sickened for 3 rounds, sickened creatures count as good, 7/day)
Spell-like abilities (CL 22nd)
at-will-charm person (DC 14), entangle (DC 14), Suggestion (DC 16)
Sorcerer spells known (CL 5th)
2nd (5/day)-false life, mirror image
1st (7/day)-shield, silent image (DC 14), summon monster I, ventriloquism (DC 14)
0 (at-will)-dancing lights, daze (DC 13), ghost sounds, mage hand, message, prestidigitation
Cleric spells prepared (CL 7th)
3rd-animate dead (2)(D), bestow curse (DC 17), meld into stone
2nd-death knell (DC 16)(D), desecrate (2), silence (DC 16) (2)
1st-cause fear (DC 15)(2), deathwatch, obscuring mist, protection from good (D), shield of faith
0-bleed, detect magic, light, read magic
D=Domain Spell; Domains: Death, Evil
Str 27, Dex 10, Con 21, Int 16, Wis 18, Cha 16
Base Atk +22, CMB +32, CMD 42, (46 vs. trip)
Feats: Ability Focus (frightful presence), Alertness, Cleave, Command Undead, Extra Channel, Flyby Attack, Great Cleave, Hover, Improved Critical (bite, claws), Improved Sunder, Iron Will, Power Attack
Skills: Fly +17, Diplomacy +13, Knowledge (arcane) +21, Knowledge ( nature) +21, Knowledge (planes) +13, Knowledge (religion) +13, Perception +26, Sense Motive +14, Spellcraft +21, Stealth +10, Survival +21, Swim +34, Use Magic Device +21
Languages Common, Draconic, Elven, Goblin
SQ change shape (alter self), trackless step, water breathing, woodland stride
The True Master of the Dymrak Forest is Argos, the green Dragon. The entrance to his lair is reached through the Lake of Lost Dreams, but Argos rarely leaves his den. In Draconic form, that is. Once, he was almost bound to servitude by the dragon Attura, and he vowed never to be so powerless. This lead him to make a pact with the Immortal Orcus. He became a Cleric of Orcus, thus enabling him to cast both clerical and arcane spells. The Demon Prince also granted him the power to take on humanoid shape.
Through this power he has managed to infiltrate the court at Penhaligon and is working his way into Karameikan politics.
Argos has also been able to dominate most of the goblin tribes of Dymrak Forest, on both sides of the Rugalov River. This, he has achieved by forging a magical weapon; the Blood Blade, a sword made of rare Red Steel. Through the aid of his Immortal Patron, Orcus, Argos was able to empower the weapon with intelligence of its own. Argos gave the sword to the goblins and the sword was easily able to dominate a goblin tribe leader. With the aid of this blade the goblins forming the Red Blade Tribe were able to dominate several other Wolf Riding tribes, all who which now serve Argos and revere the Dragon as a god.
Some of the goblin tribes still resist domination by the Dragon and have allied themselves with other powers of Dymrak, such as the Hags who live there, but it is only a matter of time before Argos decide to deal with this problem.
Among Dragons, Argos main rival is Attura, a powerful dragon whom he once tried to mate. The Hags of Dymrak contest with Argos for the domination of the goblin tribes, but Argos feels confident that he can deal with them. Since Argos made the pact with Orcus, his main enemy has become the Seer of the Lake of Lost Dreams. The Seer is an agent of the forces who seek to protect Karameikos against the likes of Argos and his masters and this has actually made it more difficult for Argos to move around.