Large Undead, Chaotic Neutral
Armor Class 17 Natural Armor
Hit Points 180 (20d8 + 60)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws CON +10, WIS +10, CHA +12
Skills Deception +12, Insight +10, Perception +10, Persuasion +12
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft, Passive Perception 20
Languages Common, Elvish, Sylvan
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3x/day). If Artemor fails a saving throw, he can choose to succeed instead.

Metamagic. Artemor has the twinned spell, quickened spell, and empowered spell metamagic options. He can use these options 3 times per day each.

Spellcasting. Artemor is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Artemor has the following Sorcerer spells prepared:
Cantrips (at will): create bonfire, friends, mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave                                2nd level (3 slots): detect thoughts, invisibility, mirror image, tasha's mind whip

3rd level (3 slots): counterspell, dispel magic, fireball, hypnotic pattern

4th level (3 slots): dimension door, polymorph

5th level (3 slots): cloudkill, wall of force

6th level (2 slots): chain lightning, mass suggestion

7th level (2 slots): fire storm, plane shift

8th level (1 slot): dominate monster, maze

9th level (1 slot): true polymorph

Actions

Thorny Grasp. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 5) piercing damage. The target must succeed on a DC 18 Constitution saving throw or be grappled and restrained as a rose bush blossoms from your body. You can repeat your saving throw at the end of each of your turns. If you fail, suffer an additional 18 (4d8) necrotic damage. 

Bonus Actions

Fey Step. As a bonus action, Artemor can teleport up to 30 ft to an unoccupied space he can see. 

Legendary Actions

Artemor 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. Artemor regains spent legendary actions at the start of his turn. 

Cantrip. Artemor casts a cantrip.

Thorny Grasp (Costs 2 Actions). Artemor uses his Thorny Grasp action.

Commanding Gaze (Costs 2 Actions). Artemor fixes his gaze on a creature he can see within 10 feet of him. The target must succeed on a DC 18 Wisdom saving throw against this magic or become charmed for 1 minute. While charmed in this way, the target is completely dominated by Artemor and will spend its turn carrying out whatever commands he issues. The charmed target can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to Artemor's gaze for 24 hours. 

Blood Bloom (Costs 3 Actions). Artemor leeches the open wounds of the creatures around him. Each creature within 60 feet of Artemor that has taken damage must make a DC 18 Constitution saving throw. On a failed save, the creature takes 27 (8d6) necrotic damage and its hit point maximum is reduced by that much. On a success, the creature takes half as much damage and its hit point maximum is not reduced. Additionally, Artemor regains 1d8 hit points for each creature that failed its saving throw against this effect. 

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Artemor takes a lair action to cause one of the following effects; Artemor can’t use the same effect two rounds in a row:

  • The statue of Princess Cassia fires Cassia's Thorn at the creature nearest to Artemor. +16 to hit, on hit, 12 (1d8+8) piercing damage, plus 9 (2d8) radiant damage and the target must make a DC 18 Charisma saving throw. On a failed save, the target is stunned until the end of its next turn, and it glows with bright light to a radius of 30 feet, making it unable to benefit from being invisible. 
  • Thorny vines reach out from beneath Artemor's feet, digging into his enemies' heels and sapping them. Creatures within 30 feet of Artemor are standing in difficult terrain until initiative count 20 of the next round, and creatures take 2d4 damage for every 5 feet that they move in this area. 
  • Artemor rolls 1d8 and regains a spell slot of that level or lower. If he doesn't have an expended spell slot of that level or lower, nothing happens.

 

SolidStardustt

Comments

Posts Quoted:
Reply
Clear All Quotes