In today’s Mythological Figures entry we’re going after probably the only forged *cough cough* individual on the list: Talos, the metal man of ancient Crete!
Where precisely Talos is from isn’t completely clear--was he made by Hephaestus and gifted to Minos or Europa, or the last bronze man from the third age of man and gifted to Europa by Zeus? It depends on which scripts and translations you’re reading. Regardless of his origins his thing was wandering around the island of Crete (doing the perimeter three times a day), throwing rocks at unwelcome visitors before they could come ashore. A critical weakness (in his ankle no less!) leads to his downfall when Medea (or a brilliant Argonaut archer named Poeas) causes him to take a wound in this most vital vein, killing him--again it matters what you’re reading for how that came to happen. Did she blind him with magic? Pull out a bronze nail plugging up the vein after tricking him?
Design Notes: Ideally Talos is throwing much bigger rocks (dealing at a minimum 2d6 damage) but the goal in this side of the column is to do things RAW for character creation so here we are. If you’re interested in more of a monstrous take on Talos check out the D&D Greece series on my website.
Talos
Medium humanoid (forged folk), neutral fighter (archer) 6
Armor Class 17 (light proficiency)
Hit Points 45 (6d10+12)
Speed 35 ft.
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[TR]
[TD]
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[TD]
[TD]
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[TR]
[TD]
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[TD]
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Saving Throws Str +6, Con +5
Skills Athletics +6, History +3, Perception +3, Survival +3
Damage Resistances poison; bludgeoning, piercing, slashing
Condition Immunities disease, sleep
Senses passive Perception 13
Languages Common
Challenge 4 (1,100 XP)
Background: Wildborn. Talos never forgets the geographic arrangement of terrain, settlements, and areas of wilderness. In addition, he can forage fresh water and food each day for as many as 6 people as long as the environment nearby can support it.
Action Surge (1/Short Rest). On his turn, Talos can take an additional action on top of his regular action and a possible bonus action.
Critical Vulnerability. Talos is immune to sneak attack damage and extra damage from critical hits, and has resistance to bludgeoning, piercing, and slashing damage. A creature targeting Talos’ singular point of vulnerability (its heel) has a -10 penalty on its attack roll, but on a hit the attack deals normal damage (ignoring the immunities and resistances of this feature).
Efficient Steps. When traveling by himself for one or more hours, Talos can move stealthily at his normal speed at no penalty.
Excellent Aim (3/Short Rest). Talos can spend a bonus action to aim a wielded ranged weapon at a target within its range. Until the end of his turn, ranged attacks that Talos makes against the target deal an extra 5 damage on a hit.
Feat: Brawling. Talos is proficient with improvised weapons.
Feat: Superb Aim. Talos ignores half cover and three-quarters cover when making a ranged weapon attack, and he doesn’t have disadvantage when attacking at long range. When Talos makes his first ranged weapon attack in a turn, he can choose to take a -5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.
Forge Resistant. Talos has advantage on saving throws against being poisoned. He does not need to breathe, drink, or eat. Talos still requires a 6 hour resting period that emulates sleep in order to recharge his inner workings. While resting he is still conscious but any movement by Talos interrupts his rest. In addition, he does not become exhausted from lack of rest.
Second Wind (1/Short Rest). On his turn, Talos can use a bonus action to regain 1d10+6 hit points.
ACTIONS
Extra Attack. Talos attacks twice.
Unarmed. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage and Talos can use a bonus action to grapple the target with a successful Strength (Athletics) check opposed by the target’s Strength (Athletics) or Dexterity (Acrobatics) check.
Rock. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Where precisely Talos is from isn’t completely clear--was he made by Hephaestus and gifted to Minos or Europa, or the last bronze man from the third age of man and gifted to Europa by Zeus? It depends on which scripts and translations you’re reading. Regardless of his origins his thing was wandering around the island of Crete (doing the perimeter three times a day), throwing rocks at unwelcome visitors before they could come ashore. A critical weakness (in his ankle no less!) leads to his downfall when Medea (or a brilliant Argonaut archer named Poeas) causes him to take a wound in this most vital vein, killing him--again it matters what you’re reading for how that came to happen. Did she blind him with magic? Pull out a bronze nail plugging up the vein after tricking him?
Design Notes: Ideally Talos is throwing much bigger rocks (dealing at a minimum 2d6 damage) but the goal in this side of the column is to do things RAW for character creation so here we are. If you’re interested in more of a monstrous take on Talos check out the D&D Greece series on my website.
Talos
Medium humanoid (forged folk), neutral fighter (archer) 6
Armor Class 17 (light proficiency)
Hit Points 45 (6d10+12)
Speed 35 ft.
[TABLE="class: grid, width: 475"]
[TR]
[TD]
STR
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DEX
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CON
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INT
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WIS
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CHA
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16 (+3)
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16 (+3)
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14 (+2)
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10 (+0)
[/TD][TD]
10 (+0)
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10 (+0)
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[/TABLE]
Saving Throws Str +6, Con +5
Skills Athletics +6, History +3, Perception +3, Survival +3
Damage Resistances poison; bludgeoning, piercing, slashing
Condition Immunities disease, sleep
Senses passive Perception 13
Languages Common
Challenge 4 (1,100 XP)
Background: Wildborn. Talos never forgets the geographic arrangement of terrain, settlements, and areas of wilderness. In addition, he can forage fresh water and food each day for as many as 6 people as long as the environment nearby can support it.
Action Surge (1/Short Rest). On his turn, Talos can take an additional action on top of his regular action and a possible bonus action.
Critical Vulnerability. Talos is immune to sneak attack damage and extra damage from critical hits, and has resistance to bludgeoning, piercing, and slashing damage. A creature targeting Talos’ singular point of vulnerability (its heel) has a -10 penalty on its attack roll, but on a hit the attack deals normal damage (ignoring the immunities and resistances of this feature).
Efficient Steps. When traveling by himself for one or more hours, Talos can move stealthily at his normal speed at no penalty.
Excellent Aim (3/Short Rest). Talos can spend a bonus action to aim a wielded ranged weapon at a target within its range. Until the end of his turn, ranged attacks that Talos makes against the target deal an extra 5 damage on a hit.
Feat: Brawling. Talos is proficient with improvised weapons.
Feat: Superb Aim. Talos ignores half cover and three-quarters cover when making a ranged weapon attack, and he doesn’t have disadvantage when attacking at long range. When Talos makes his first ranged weapon attack in a turn, he can choose to take a -5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.
Forge Resistant. Talos has advantage on saving throws against being poisoned. He does not need to breathe, drink, or eat. Talos still requires a 6 hour resting period that emulates sleep in order to recharge his inner workings. While resting he is still conscious but any movement by Talos interrupts his rest. In addition, he does not become exhausted from lack of rest.
Second Wind (1/Short Rest). On his turn, Talos can use a bonus action to regain 1d10+6 hit points.
ACTIONS
Extra Attack. Talos attacks twice.
Unarmed. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage and Talos can use a bonus action to grapple the target with a successful Strength (Athletics) check opposed by the target’s Strength (Athletics) or Dexterity (Acrobatics) check.
Rock. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.