Medium Celestial, Chaotic Good
Armor Class 24 Natural Armor
Hit Points 800 (16d20)
Speed 60 ft.
STR
25 (+7)
DEX
30 (+10)
CON
23 (+6)
INT
20 (+5)
WIS
28 (+9)
CHA
24 (+7)
Saving Throws DEX +19, WIS +18
Skills Acrobatics +20, Insight +19, Stealth +20
Damage Vulnerabilities Necrotic
Damage Resistances Radiant, Damage from Spells
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Passive Perception 19
Languages Common, Celestial, Elven
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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.

Actions

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.

Bonus Actions

Quickened Step: Artemis can dash as a bonus action and is immune to all opportunity attacks.

Legendary Actions

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.

Monster Tags: Angel

Habitat: Forest

Quartz28

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