Divine Awareness. Artemis knows if she hears a lie.
Magic Resistance. Artemis has advantage on saving throws against spells and other magical effects.
Weapon switch: Artemis may switch between weapons at any time without using an action.
scimatar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
silver longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (3d6) radiant damage. If the target is a creature that has 20 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
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 her turn.
Teleport. Artemis magically teleports, along with any equipment she is wearing or carrying, up to 900 feet to an unoccupied space she has seen.
perfect aim. As a bonus action, Artemis can add 6 to hit with a silver longbow attack
Artemis is invisible in forested areas until she wishes not to be, or until she is hit by an attack or she hits with an attack.
Description
As the godess of the hunt, Artemis runs fast with her "daughters" who are actually female hunters in Artemis's group. Artemis swore never to marry, so she hates (secretly actually loves) orion because he is extremely vain often boasting he can beat any animal on earth, and he cant seem to get the fact that Artemis will never marry him.
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