Gargantuan Celestial
Armor Class 26 (natural armor)
Hit Points 408 (35d8 + 350)
Speed
STR
24 (+7)
DEX
30 (+10)
CON
24 (+7)
INT
28 (+9)
WIS
28 (+9)
CHA
28 (+9)
Saving Throws DEX +19, CON +16, INT +18, WIS +18, CHA +18
Skills Stealth +47
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight, Truesight, Passive Perception 26
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Bow of Artemis. Artemis has 10 hunt points, which she regains at the start of each of her turns. Whenever Artemis scores a hit against a creature, she can expend hunt points to cause up to three of the following effects:

  • Transmuted Arrow (Costs 1 point). Artemis fires an arrow charged with an element of her choice at a single target. The damage of the attack is changed to one of the following: acid, cold, fire, lightning, or poison damage. 
  • Bursting Arrow (Costs 1 Point). Artemis imbues her arrow with force energy drawn from the school of evocation. The arrow detonates after her attack. Immediately after the arrow hits a creature, the target and all other creatures within 10 feet of it take 26 (4d12) force damage each. Multiple bursts can affect a creature at once if multiple arrows are fired.
  • Arrow of the Night (Costs 1 Point). Artemis fires an arrow charged with the etherealness of the moon. The target takes an extra 52 (8d12) necrotic damage.
  • Multishot (Costs 2 Points). Artemis fires three identical arrows at once, rather than just one. Artemis can target three different creatures and uses the same attack and damage rolls for the three targets.
  • Hemorrhaging Arrow (Costs 2 Points). All the arrow's damage dice are maximized.
  • Enfeebling Arrow (Costs 3 Points). Artemis fires an enervating arrow. The target has vulnerability to the triggering attack and all damage until the start of Artemis's next turn.

Evasion. When Artemis is subjugated to an effect that allows her to make a saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

God of Hunt. Artemis benefits from the following effects:

  • Godly Luck. Disadvantage cannot be imposed upon Artemis. When Artemis has advantage, she rolls the d20 three times. Furthermore, she scores a critical hit on rolls 18-20.
  • Godly Archery. When a creature is hit by one of Artemis's attacks, it cannot regain hitpoints until the start of Artemis's next turn. Furthermore, twice per round, when Artemis misses her target, she can choose to succeed.
  • Godly Size. Artemis is large (weapon dice x2) and is permanently affected by the potion of giant size (weapon dice x3).
  • Godly Constitution. Artemis's hit dice are maximized.
  • Godly Power. Artemis's attacks treat immunities as resistance, and invulnerability as structures with AC 8 and 1,000 hp. Artemis's attacks are magical.

Legendary Resistance (3/day). If Artemis fails a saving throw, she can choose to succeed instead.

Lucky (5/day). Artemis has 5 uses of the lucky feat, of which she can use multiple at once.

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

StealthAt the end of each of her turns, Artemis makes a Dexterity (Stealth) check at disadvantage. Creatures whose passive perceptions are lower than the check cannot see, pinpoint, nor target Artemis. A creature can make a perception check to try to detect Artemis.

Actions

Multiattack. Artemis makes two attacks with her longbow or dagger.

Longbow. Ranged Weapon Attack: +24 to hit, range 1,200 ft, one target. Hit 42 (6d8 + 15) piercing damage.

Dagger. Melee Weapon Attack: +19 to hit, range 5 ft, one target. Hit 36 (6d6 + 10) piercing damage.

Bonus Actions

Dash. Artemis doubles her movement speed.

Spellcasting. Artemis casts the following spell, requiring no material spell components (spell save DC 27, +19 to hit):

At will: wish

 
Reactions

Counterarchery. Whenever Artemis or an ally within 300 feet of her is hit by a ranged attack, she can use her reaction to fire an arrow at the attack, potentially knocking it away. She makes an attack roll. If she rolls equal to the opposing attack roll, the opposing attack misses its target. If she rolls higher than the opposing attack roll, the opposing attack misses and is knocked towards an enemy within 30 feet of her or her ally creature.

Legendary Actions

Artemis can take 3 legendary actions, choosing from the options below. Only one legendary action 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 her turn.

Attack. Artemis can move up to half her movement speed and make an attack with her longbow or dagger.

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