Medium Celestial (Any Race), Any Alignment
Armor Class 17 (leather armor)
Hit Points 16 (100d8 + 100)
Speed 30 ft.
STR
18 (+4)
DEX
30 (+10)
CON
18 (+4)
INT
20 (+5)
WIS
25 (+7)
CHA
10 (+0)
Saving Throws DEX +16, WIS +13
Skills Nature +18, Perception +18, Stealth +10, Survival +18
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Poisoned
Senses Passive Perception 25
Languages Common, Olympian, Cthonic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Goddess of the Hunt. Artemis attacks any beast type creatures with advantage

Queen of the Woods. Artemis makes any nature or survival checks with advantage at all times. She can cast animal friendship at will as a free action. Additionally in forests she has advantage on all stealth checks and is immune to detection from Olympians.

Improved critical. Artemis scores a critical hit on an 18, 19, or 20 on her attack die

Precise Critical. On a critical hit, in addition to doubling her damage die, Artemis adds an extra damage die to her criticals.

Legendary Resistance 3/day. Artemis can pass a saving throw she otherwise would have failed.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 12) piercing damage.

Khryselakatos. Ranged Weapon Attack: +17 to hit, ranged 1000/5000 ft., one target. Hit: 6 (4d8 + 20) piercing damage.

Bonus Actions

Conjure animals 3/day. Artemis can use a bonus action to cast conjure animals. 

Hunters mark. 3/day. Artemis can mark a target for 24 hours.

Hail of thorns 3/day. As a bonus action, Artemis can cast hail of thorns for her next attack to hit. On a hit Artemis does an additional 4d10 piercing damage players may make a DC 20 DEX save to take half damage.

Reactions

Dexterous opportunity. Artemis can make opportunity attacks with her bow.

Pin. As a reaction Artemis can make a non damaging attack roll to pin an arrow through someone to the ground. Players must use their action to pass a DC15 strength check to free themselves from the arrow on their turn. While pinned movement speed is 0 and players have disadvantage on dexterity checks and saves.

Legendary Actions

3 Per round

Conjure trap. Artemis can spawn a trap of vines on the ground that is only visible on a DC 15 perception check. Players must make a DC15 STR check with their action on their turn to break free from the trap. Players suffer from the restrained condition while trapped.

Cunning action. Artemis can hide, dash or dodge as a legendary action.

Cure Wounds. Can cast a 3rd level cure wounds on herself as a legendary action

Extra Attack. Can make a bow attack as a legendary action.

Description

Artemis is the Olympian Goddess of the Hunt. No greater hunter has ever lived or will live. Capable of hitting shots through trees, and over incredible distances when Artemis sets her sights on you, no one is safe. Mysteriously living secluded and hidden from the other Olympians, Artemis has found her peace living and hunting in the woods of men.

 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

AlexDavidsons