AC 17 (light proficiency)
HP 52 (8d8+16; bloodied 26)
Speed 35 ft.
Proficiency +3; Maneuver DC 14
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 Greek
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 (his 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 trait).
Efficient Steps. When traveling by himself for one or more hours, Talos can move stealthily at his normal speed at no penalty.
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.
SPECIAL TRAITS
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.
ACTIONS
Extra Attack. Talos attacks twice when he takes the Attack action.
Unarmed. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
Rock. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
BONUS ACTIONS
Brawling. Talos is proficient with improvised weapons, and he can use a bonus action to grapple a target he hits with an unarmed strike or improvised weapon on his turn.
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.
Second Wind (1/ short rest ). On his turn, Talos can use a bonus action to regain 1d10+6 hit points.
In this Mythological Figures entry we’re introducing probably the only artificial being 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 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, Talos circled the island of Crete three times a day, throwing rocks at unwelcome visitors before they could come ashore. A critical weakness, in his ankle no less, led to his downfall when Jason and the Argonauts arrived on Crete. Medea caused him to take a wound in this most vital vein, bleeding out his life fluid, killing him—again it matters what you’re reading for how that came to happen. Did she blind him with magic, causing him to graze his vulnerable ankle? Or pull out a bronze nail plugging up the vein after tricking him?
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.