Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Fly. Artemis has a fly speed of 40.
Flyby. You don't provoke opportunity attacks when flying out of an enemy's reach.
Keen Hearing & Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mending. Artemis can cast mending on herself three times per long rest. This is the equivalent of a PC using hit dice. Artemis is equivalent to a level 12 creature with a D8 being its hit die.
Alexandrite Eyes. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. You can see through invisibility.
Spell Channeling. The Artificer who crafter this creature is able to channeling their spells through them. Range, area of effect and any other parameters apply as written in the spell descriptions.
Big Guns. Artemis cannot be summoned at the same time as the arcane cannon. If one is summoned the other is dropped and will not reappear until summoned again.
Multi Attack. Artemis can make a multi attack as an action. This is a bite attack and a claw attack. Both have +4 to hit and damage is 1D8+5. A bite attack requires a DC 14 saving throw or the creature takes 1D6 Poison Damage and if the creature fails by 5 or more they are considered poisoned.
Previous Versions
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3/16/2023 7:33:29 PM
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Coming Soon
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