Legendary Resistance (3/Day). If Artemis fails a saving throw, it can choose to succeed instead.
Immortal Nature. When Artemis drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Astral Plane, and she is unable to take physical form for a time.
Otherworldly Knowledge. When Artemis makes an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, they can treat a roll of 9 or lower on the d20 as a 10.
Necromantic Expert. Necrotic damage Artemis deals ignores damage resistance. In addition, when Artemis rolls necrotic damage treat any 1 on a damage die as a 2.
Spell Immunity. Artemis is immune to faerie fire, earthbind and counterspell.
Spellcasting. Artemis is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). Artemis has the following spells prepared:
Cantrips (at will): Control Flames, Druidcraft, Guidance, Gust, Light, Mending, Sacred Flame, Thaumaturgy, Toll the Dead, Sapping Sting
1st level (at-will): guiding bolt, magnify gravity, inflict wounds, faerie fire, sleep, absorb elements, bane, detect magic, ceremony, command, fog cloud, shield of faith,
2nd level (at-will):immovable object, fortune's favor, wristpocket, moonbeam, see invisibility, augury, blindness/deafness, lesser restoration, spiritual weapon (a wineglass), zone of truth, warding wind,
3rd level (at-will):pulse wave, aura of vitality, leomund's tiny hut, bestow curse, dispel magic, feign death, glyph of warding, speak with dead, spirit shroud
4th level (3 slots):gravity sinkhole, aura of life, greater invisibility, banishment, blight, death ward, divination, freedom of movement
5th level (3 slots):antilife shell, commune, awaken, greater restoration, hallow, wrath of nature, circle of power, mislead, hold monster,
6th level (3 slot):gravity fissure, druid grove, harm, primordial ward,
7th level (3 slot):tether essence, divine word, conjure celestial, plane shift, temple of the gods
8th level (2 slot):dark star, Animal Shapes, Holy Aura
9th level (2 slot): foresight, ravenous void, gate
Multiattack. Artemis makes two attacks and casts one spell that takes 1 action to cast, either before or after one of the attacks.
Inflict Injury. Melee Spell Attack: +19 to hit, reach 5 ft., one creature. Hit: 37 (5d10+10) necrotic damage.
Radiant Bolt. Ranged Spell Attack: +19 to hit, 120ft., one creature. Hit: 31 (6d6+10) radiant damage.
Spirit Wolf. Artemis can use her action to polymorph into a Medium or Large Wolf, or back into her true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Reality Warp (recharge 5-6). Artemis bends space, causing an attack that would hit her to miss, and instead hit the attacker. This reaction can be used after an attack hits, but before damage is rolled.
Artemis can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Artemis regains spent legendary actions at the start of its turn.
Inflict Wounds. Artemis casts inflict wounds. Treat this spell as if it were cast one level higher than the spell slot expended.
Cast a spell (Costs 2 Actions). Artemis casts one of her at-will spells.
Cast a spell (Costs 3 Actions). Artemis casts one of their non at-will spells.
Lair and Lair Actions
TBA
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