Superior Stealth: While Artemis is stalking (stealth), creatures attempting to detect her are at disadvantage to perception checks.
Magic Resistance: Artemis has advantage on saving throws against spells and other magical effects.
Multi attack: Artemis can make 4 melee attacks per round.
Longbow of Artemis: Ranged weapon attack, +20 to hit, range 200 ft, one target. Hit 19 (4d6 + 10) piercing damage.
Taunt: Artemis can bait a creature of her choice within 60 ft. The creature must make a Wisdom saving throw or be compelled to attack only Artemis for one minute. If the creature attacks another target besides Artemis, they will take 4d8 lightning damage. A successful Wisdom saving throw ends this effect.
Quickened Step: Artemis can dash as a bonus action and is immune to all opportunity attacks.
Legendary Resistance: (3/day) If Artemis fails a saving throw, she can choose to succeed instead.
Awe-inspiring Presence: When a creature first enters the area within 30 ft of Artemis, they must make a Wisdom saving throw (DC 15) or be stunned until the end of their next turn. On a success, a creature is immune to this effect for the next 24 hours.
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