Medium Humanoid (Human), Lawful Evil
Armor Class 22 chain shirt +2
Hit Points 300 (20d10 + 100)
Speed 60 ft.
STR
15 (+2)
DEX
24 (+7)
CON
18 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +8, DEX +13, CON +10
Senses Darkvision 60 feet, Passive Perception 20
Languages Common, Thieves' Cant, Undercommon
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Sneak Attack. once for a turn Artemis can do a extra 3d6 damage if he has advantage on the attack.

Cunning action. as a bonus action Artemis can take the  dash, disengage, or hide action. 

Assassinate. Artemis gets a critical hit on any creature that has not taken a turn yet on the 1st round.

Uncanny dodge. when Artemis is hit by a attack form someone he can see he can use a reaction to half the damage.

Two weapon fighting. Artemis can add his ability modifier to the attack on his bonus action.

Action Surge. Entreri can take two actions. he needs to take a short or long rest before he can do it again. 

targeting. Artemis deals a critical hit on a roll of 18 to 20.

indomitable. Artemis can reroll a saving throw. he must use the new roll. he can do this twice before he must take a short or long rest before he can use this again. 

Remarkable Athlete. Artemis can add +4 to strength,  dexterity, and constitution 

Dueling master. Entreri can add a plus 2 bonus to damage rolls with his weapons (included in the attack.) 

Special Equipment

Charon's Claw. Entreri has the longsword Charon's Claw. it is a plus 3 longsword and he can use a bonus action to make a 15 foot wall of ash. he then makes a stealth check as if he took the hide action with advantage. 

Jeweled dagger. this is a plus 3 dagger that does 1d6 instead of 1d4 piercing damage. when he hits with this weapon the target takes a extra 3d6 necrotic damage. if he is below half health he heals a amount equal to the necrotic damage he dealed to the target. 

Obsidian Steed. this horse statue can become a nightmare for 24 hours. it will defend it's self and allows Artemis to ride it. it can not be used for 2 days after. any thing that is with in 10 feet of the nightmare when it is summoned they need to make a DC 12 dexterity saving throw or take 1d6 fire damage. 

Actions

Action Name. Enter the description for your action.

Charon's Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) slashing damage  or 15 (1d10 +10) slashing damage if used with both hands. 

Jeweled dagger. Melee Weapon Attack:  +13 to hit, reach 5 ft., one target. Hit: 13 (1d6 +10) piercing damage plus 3d6 necrotic damage. if Artemis is below half health he regains health equal to the necrotic damage.

summon nightmare. Artemis places his nightmare statue one the ground with in 5 feet of him. any one other then Artemis must make a DC 12 dexterity saving throw or take 1d6 fire damage.

 

Reactions

Uncanny dodge. when artemis is hit by a attack form someone he can see he can use a reaction to half the damage.

Description

the CR (challenge rating) is most likely not right.

romanov99

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