Medium Humanoid, Chaotic Good
Armor Class 20 (unarmored defense)
Hit Points 170 (20d10 + 60)
Speed 40 ft., Climb 40 ft., Swim 40 ft., Fly 10 ft. (hover)
STR
16 (+3)
DEX
22 (+6)
CON
16 (+3)
INT
16 (+3)
WIS
20 (+5)
CHA
11 (+0)
Saving Throws DEX +13, WIS +12
Skills Acrobatics +12, Athletics +9, Perception +17, Stealth +17, Survival +16
Condition Immunities Blinded, Charmed, Exhaustion, Poisoned
Senses Blindsight 30, Darkvision 300 ft., Passive Perception 27
Languages all
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Artemis’ Blessing. If Althaea would die, she instead drops to 0 hit points in stable condition. Additionally, a protective bubble emerges around her, and teleports them to a location of her choice that she has been to before. Once this effect takes place, Althaea cannot use Epic Actions or Artemis’ Blessing for the next 1d4 years. When she disappears, she leaves behind the weapon modification: “Bow of Artemis”.

Celestial Awakening: Child of Artemis. When Althaea reaches 0 hit points,and Artemis’ Blessing does not go into effect,  instead of dying or going unconscious, she immediately regains 250 hit points, and loses the detrimental effects of Artemis’ Blessing for the next hour or until she reaches 0 hit points. Additionally, it can use Celestial Actions as Epic Actions, and can use Celestial Revelation features, for 1 hour. Defeating her in this form provides an additional 20,000 XP.

Defiant (2/day). Althaea can add a d4 to a failed skill check or saving throw.

Comms Hacking. Althaea can forcibly send messages to any comm link she has seen within the last 24 hours. The targeted comm link can reply during the same duration.

Locked and Loaded. Althaea can add her proficiency bonus to her initiative modifier.

Eyes of Artemis. Althaea can see clearly up to 10 miles.

Rocket Boots. Althaea has a 10 foot fly speed while she wears her boots.

Mobile Hunter. Althaea has a swim and climb speed equal to her movement speed.

Actions

Multiattack. Althaea makes two weapon attacks, then can use Reveal if it’s available. Alternatively, she can try to use Reveal before making her weapon attacks. If the second target is out of range, the attack is made as if Althaea was in the position of the first target.

Artemis. Ranged Weapon Attack: +15 to hit, range 10,000 ft., one target. Hit: 23 (2d12+10) magical piercing damage and 35 (10d6) fire damage.

Stiletto. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6+7) piercing damage.

Reveal (Recharge 6). Each creature within 1000 feet makes a Dexterity (Stealth) check contested by Althaea’s Wisdom (Perception) check. If the creature is behind full cover, it has advantage on its stealth check. Althaea becomes aware of the location of each creature that fails the check, and that creature cannot be hidden from her until the end of her next turn. Additionally, as long as there is a 1000 ft. long path that can be taken from Althaea to the creature that failed its stealth check, Althaea can choose to make an attack roll against that creature at disadvantage, even if the creature is behind total cover. If the attack would already have disadvantage, it instead is made at a -5 penalty.

Bonus Actions

Disarm. The next creature hit by Althaea’s weapon attack makes a DC 20 Strength saving throw, or an object they were holding drops somewhere of Althaea’s choosing within 5 feet of the creature.

Propell. The next creature hit by Althaea’s weapon attack makes a DC 20 Strength saving throw, or the creature is pushed 10 feet in a direction of Althaea’s choosing.

Capture. If Althaea’s next hit would reduce a creature’s hit points to 0, it is restrained by an energy net and stable. The creature can be freed if another creature takes an action to remove the net, or the net is dealt 15 damage. The net has an AC of 10. It is immune to psychic damage, and is vulnerable to lightning damage.

Hide. Althaea takes the Hide action as a bonus action.

Legendary Actions

At the end of each hostile creature’s turn, as well as her own turn, Althaea can use an Epic Action. This counts as taking an action. She can’t use the same Epic Action consecutively.

Epic Resistance (3/day). If Althaea is under an effect caused by her failed saving throw, she can forgo his Epic Actions until the start of her next turn to remove the effect.

Cloaked Hunter. When a hostile creature that Althaea can see ends its turn within 10 feet of her, she can replicate the effect of the spell Mislead. She immediately takes the Hide action, and moves up to half her movement speed, and moves the illusory double as if she used her action to manipulate it. The effect ends at the end of the next turn.

Quick Retreat. When a hostile creature that Althaea can see ends its turn within 5 feet of her, she can make an attack with her stiletto, and then she can move up to twice her movement speed.

Overwatch. If a creature enters Althaea’s line of sight before the end of Althaea’s next turn, she can use her reaction to make a weapon attack against it.

Quick Work. Althaea can take a bonus action, then move up to half her movement speed.

 

Mythic Actions

Celestial Revelations

Celestial Revelations are features that become active for an hour after a Celestial Awakening feature is used.

Hunter’s Gaze. Whenever a creature takes damage from Orion’s Trap or Atalanta’s Swiftness, it gains a number of stacks of “Hunter’s Gaze” equal to the damage it took. A creature that has Hunter’s Gaze stacks has a penalty to its saving throws against Althaea’s features equal to the number of stacks. Whenever the creature successfully hides from Althaea, it loses all stacks of Hunter’s Gaze. Additionally, when it regains hit points, it loses a number of stacks equal to the amount it was healed for.

Starborn. While in space, spaceships, and creatures that are not within 250 feet of her treat Althaea as a spaceship for the purposes of dealing and taking damage. 

The Mantle of the Stars. At the start of each of her turns, Althaea regains 20 hit points, unless she is at 0 hit points.

Celestial Actions

Orion’s Trap. Each creature of Althaea’s choice within 15 feet must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 7 (2d6) piercing damage, and is restrained until the end of its next turn. Each creature that takes damage gains Hunter’s Gaze stacks as described in the Celestial Revelations section.

Atalanta’s Swiftness. Althaea becomes ethereal and dashes in a 90-foot line that is 10 feet wide, running through those in her path, reappearing in corporeal form at the end of the line. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 7 (2d6) piercing damage, and half as much on a success. Each creature that takes damage gains Hunter’s Gaze stacks as described in the Celestial Revelations section.

Apollo’s Prophecy. Althaea targets any number of creatures that have Hunter’s Gaze stacks. Each creature loses all Hunter’s Gaze stacks, and is instead Marked for Tragedy until they are hit by an attack (even if the attacker isn’t Althaea), or until she is reduced to 0 hit points. The first attack that hits a creature Marked for Tragedy is a critical hit.

Description

Althaea received the mark of Sagittarius at a young age, and has since become a peerless sharpshooter. She is the descendent of the survivors of the lost planet named Artemis, as have all Celestial Kings of Sagittarius have been so far, hence the moniker “Chosen of Artemis”. Each of the Chosen have been overseen by a protective entity named after their home planet, causing them to be the most long lived Celestial Kings out of all 13.

Sketching101

Comments

Posts Quoted:
Reply
Clear All Quotes