Discorporation. When Artemis's Avatar drops to 0 hit points or dies, her body is destroyed but her essence travels back to Olympus, and she is unable to take physical form for a time.
Superior Stealth. While Artemis is stalking (stealth), creatures attempting to detect him are at disadvantage to Perception checks.
Quickened Step. Artemis can dash as a bonus action and is immune to opportunity attacks.
Magic Resistance. Artemis has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/day). If Artemis fails a saving throw, he can choose to succeed instead.
Fear Immunity. Artemis is immune to all magical and non-magical fear.
Missile Deflection. Normal or magical ranged weapons are at a disadvantage to hit Artemis.
Awe-inspiring Presence. When a creature first enters the area within 30 ft of Artemis, they must make a Wisdom saving throw (DC 15) or be stunned until the end of their next turn. On a success, a creature is immune to this effect for the next 24 hours.
Multiattack. Artemis can make four melee attacks per round.
Longbow of Artemis. Ranged weapon attack, +20 to hit, range 200 ft, one target. Hit 19 (4d6 + 10) piercing damage.
Taunt. Artemis can bait a creature of her choice within 60 ft. The creature must make a Wisdom saving throw, or be compelled to attack only Artemis for one minute. If the creature attacks another target besides Artemis, they will take 4d8 lightning damage. A successful Wisdom saving throw ends this effect.
Feather of Dominance (2/day)* Life Feather (3/day)*
Artemis can take 4 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 his turn.
Rainbow Arrow (Costs 2 actions). Artemis fires an arrow charged with an element of her choice at a single target. The target must make a DC 26 Dexterity saving throw. Choose acid, cold, fire, lightning, or poison damage. The target takes 44 (12d6) damage of the element of choice on a failed save, or half as much on a successful one.
Lightning Arrow (Costs 1 action). Artemis fires an arrow charged with lightning at a single target. The target must make a DC 26 Dexterity saving throw or take 38 (8d8) lightning damage, or half as much on a successful saving throw.
Arrow of Sunbeam (Costs 1 action). Artemis fires an arrow charged with the radiance of the sun at a single target. The target must make a DC 26 Dexterity saving throw or take 44 (6d12) radiant damage, or half as much on a success.
Paralyzing Sight (Costs 2 actions). Artemis removes her mask and blinding white light emits from her eyes. She may choose a single evil creature he can see within 120 ft and paralyze them on a failed Wisdom saving throw for up to one minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.
Teleportation (Costs 1 action). Artemis can magically teleport herself, or any willing creature that she can see, along with any equipment being worn or carried, to any unoccupied space within five miles.
Saving Throw (Costs 1 action). Artemis gains advantage on her next saving throw.
Spell Immunity (Costs 1 action). Artemis may choose to be immune to any spell of level 3 or below until the end of her next turn.
Comments