Medium humanoid (forged folk), neutral fighter (sharpshooter) 6

Armor Class 17 (light proficiency)
Hit Points 45 (6d10+12)
Speed 35 ft.

16 (+3) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

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
Challenge 4 (1,100 XP)

Special Traits

  • 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.
  • 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.
  • 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.
  • 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.


  • Multiattack. 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.


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?

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.

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com

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