Special Equipment. Artemina wears a Ring of the Omniglot and a Ring of Privacy, and carries a Staff of Spycraft.
Amphibious. Artemina can breathe air and water.
Legendary Resistance (3/Day). If Artemina fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Artemina’s innate spellcasting ability is Charisma (spell save DC 19). She can innately cast the following spells, requiring no components:
At will: speak with animals
1/day: dimension door, dispel magic, programmed illusion, true seeing, water breathing
Multiattack. Artemina can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of Artemina's choice that is within 120 feet of her and aware of her must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Artemina's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). Artemina uses one of the following breath weapons.
Lightning Breath. Artemina exhales lightning in a 100- foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 77 (14d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. Artemina exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw. On a failed save, the creature is pushed 60 feet away from Artemina.
Change Shape. Artemina magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice).
In a new form, Artemina retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, Innate Spellcasting, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Artemina 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. She regains spent legendary actions at the start of her turn.
Detect. Artemina makes a Wisdom (Perception) check.
Tail Attack. Artemina makes a tail attack.
Wing Attack (Costs 2 Actions). Artemina beats her wings. Each creature within 10 feet of her must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Artemina can then fly up to half her flying speed.
Description
Artemina is an old adult bronze dragon. She is a prominent member of the Evergreen Counsel, and as such is primarily concerned with protecting the world from global threats. To try to center herself and stay mindful of the needs of the small and the weak, Artemina often takes the form of a kobold and poses as a wizened sorceress.
Special Equipment
Ring of the Omniglot: On command, this ring allows the wearer to speak and understand the language of any intelligent creature, as with the tongues spell for a duration of 1 hour. Requires attunement.
Ring of Privacy: Once per day, by speaking the command word, this ring allows the wearer to designate an area in which viewing, eavesdropping or scrying from the outside is blocked, as per the spell Mordenkainen’s Private Sanctum. The maximum area affected is a cube 100 feet on a side. The effect persists for 24 hours or until dismissed by the wearer.
Staff of Spycraft: 10 charges, regain 1d6+4 at dawn, after last charge is spend on a roll of a 20 on a d20 becomes an ordinary staff. This staff can cast the following spells: comprehend languages(1 charge), find traps (1 charge), disguise self (1 charge), detect thoughts (2 charges), invisibility (2 charges), clairvoyance (2 charges), arcane eye (3 charges). While holding and attuned to the staff, you have advantages on saves to resist effects that compel you to tell the truth. Requires attunement by a spellcaster.
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