Large Beast, Chaotic Neutral
Armor Class 20 (natural armor, shield)
Hit Points 200 (20d10 + 100)
Speed 60 ft.
STR
24 (+7)
DEX
22 (+6)
CON
24 (+7)
INT
18 (+4)
WIS
18 (+4)
CHA
26 (+8)
Saving Throws STR +13, INT +10, WIS +10, CHA +14
Skills Athletics +13, Intimidation +15, Perception +12, Survival +12
Damage Resistances Cold, Lightning
Damage Immunities Fire, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 22
Languages Celestial, Common, Leonin
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Inscrutable. Artemis is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain the Artemis's intentions or sincerity have disadvantage.

Flaming Lynel Prowse. Artemis's weapon attacks are magical. Whenever Artemis hits a weapon attack, she deals an extra 21 (6d6) fire damage (included in attack).

Elusive Hunter. No attack has advantage on Artemis while she isn't incapacitated. Additionally, Artemis has advantage on Wisdom (Perception) checks that rely on smell and hearing.

Magic Resistance. Artemis has advantage on saving throws against spells and other magical effects.

Regeneration. Artemis regenerates 15 hit points at the start of each of her turns. If she takes necrotic damage, this trait doesn't function at the start of her turn. Artemis only dies if she starts her turn with 0 hit points and doesn't regenerate.

Actions

 Multiattack. Artemis makes two attacks with her Battleaxe, two attacks with her Longbow, and one use of her Roar. 

Battleaxe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8+7) slashing damage or 17 (2d10+7) slashing damage two-handed plus 21 (6d6) fire damage.

Longbow. Ranged Weapon Attack: +13 to hit, range 120/480 ft., one target. Hit: 14 (2d8+6) piercing damage plus 21 (6d6) fire damage.

Roar (Recharge 4-6). Artemis emits a magical roar. Each creature within 500 feet of Artemis and able to hear the roar must make a saving throw.
Each creature makes a DC 21 Constitution saving throw. On a failed save, a creature takes 72 (8d12) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and is frightened of Artemis for 1 minute instead.

Bonus Actions

Fury Rush. Artemis travels in a straight line up to her speed, forcing every creature she comes in contact with to make a DC 20 Dexterity saving throw or take 27 (4d10+7) bludgeoning damage plus 21 (6d6) fire damage and is knocked prone.

Previous Versions

Name Date Modified Views Adds Version Actions
10/7/2021 6:01:06 PM
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VariksTheLoyal

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