| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 16 | +3 | +3 |
| CON | 22 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 19 | +4 | +11 |
| WIS | 14 | +2 | +9 |
| CHA | 17 | +3 | +3 |
Magical Loremaster. Artelinde's body has changed due to the amount of magical knowledge suffused within her. If Artelinde is within the area of an Antimagic Field spell, any traits, actions, and reactions that have "War Lore" in their names do not function while she is within that spell's effects.
Legendary Resistance (3/Day). If Artelinde fails a saving throw, she can choose to succeed instead.
War Lore - Armadillo's Shell. Artelinde is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks (included above).
War Lore - Devil's Artery. Magical darkness does not impede Artelinde's darkvision. Moreover, Artelinde can automatically detect whether a shapechanger she can see is in its true form or not.
War Lore - Owl's Mind. Artelinde can concentrate on two spells at once. While concentrating on more than one spell, she has disadvantage on any Constitution saving throw she makes to maintain concentration. If Artelinde's concentration is broken, both spells end.
War Lore - Oxen's Constitution. Artelinde's AC includes her Constitution modifier.
War Lore - Parrot's Tongue. Artelinde can speak with any Beast, as if she shares a language with them. She has advantage on any ability check she makes to converse with or influence Beasts.
Special Equipment. Artelinde wears a Ring of Spell Turning. She also carries a Voyager Staff that has 10 charges (see "Spellcasting" below) with a +2 Rapier bolted to the end, which she uses to make her Spellsword attacks, an uncommon (+1) version of an Arcane Grimoire that functions as her spellbook, as well as a Corpse Ash Bag, which she uses to make her Corpse Ash attacks - in the hands of anyone other than Artelinde, this bag functions as a Bag of Devouring. Her Ring, Grimoire, and Staff each require attunement.
Spell Turning. Artelinde has advantage on saving throws against spells that target only her. If she rolls a 20 on the saving throw and the spell is of 7th level or lower, she can turn the spell back against its caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the original caster. (This trait is bestowed by her Ring of Spell Turning.)
Multiattack. Artelinde makes three Spellsword attacks. She can replace one of these attacks with Corpse Ash. She then uses Spellcasting.
Corpse Ash. Artelinde scatters ashes from her Corpse Ash Bag around herself. Each creature within 20 ft. of Artelinde must make a DC 19 Dexterity saving throw or be affected by the ashes. Roll a d8 at the start of each of an affected creature's turns, as the ashes affect its body in mystical ways - a creature affected by this ash can remake its saving throw at the end of each of its turns, ending the effect on itself on a success.
1. Blinding Ash - An affected creature is Blinded. While blinded in this way, a creature has disadvantage on Constitution saving throws.
2. Venomous Ash - An affected creature is Poisoned. While poisoned in this way, a creature makes Wisdom saving throws with disadvantage.
3. Stupefying Ash - An affected creature is Stunned. While stunned in this way, a creature also automatically fails Intelligence and Wisdom saving throws.
4. Sapping Ash - An affected creature is vulnerable to all damage. While it has this vulnerability, a creature's movement speed is halved.
5. Appalling Ash - An affected creature is Frightened. While frightened in this way, a creature sees intense visions brought forth by its worst memories. The creature must make a DC 19 Intelligence saving throw or take 13 (2d12) psychic damage from the horrible experience.
6. Pandemonic Ash - An affected creature is cursed with terrible luck. While cursed in this way, a creature takes a -5 penalty to any attack roll or saving throw it makes.
7. Cackling Ash - An affected creature is Incapacitated with raucous laughter. While laughing in this way, a creature also falls Prone and uses all of its movement to laugh and spasm in place.
8. Maddening Ash - An affected creature acts as though it is affected by the Confusion spell.
Spellsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) piercing damage plus 9 (2d8) force damage.
Spellcasting. Artelinde casts one of the following spells, using Intelligence as her spellcasting ability (spell save DC 20, +12 to hit with spell attacks).
At Will: Booming Blade (3d8 on hit, 4d8 upon moving), Mage Hand, Identify, See Invisibility, Magic Weapon
5/Day Each: Bestow Curse, Counterspell, Dispel Magic, Charm Monster, Elemental Bane
3/Day Each: Arcane Hand, Creation, Dominate Person, Steel Wind Strike, Arcane Gate, Contingency
1/Day Each: Scatter, Tasha's Otherworldly Guise (Upper Planes), Etherealness, Mordenkainen's Sword, Symbol, Clone, Blade of Disaster
Artelinde can also cast spells through her Voyager Staff by expending some of it's 10 charges, as shown below - she cannot cast the following spells through her Voyager Staff if she lacks the requisite number of charges to do so.
Artelinde can cast Misty Step (2 Charges), Blink (3 Charges), Banishment (4 Charges), Passwall (5 Charges), and Teleport (7 Charges) through her Staff.
War Lore - Sketch of Blossoms (Recharge 5-6). Artelinde invokes her War Lore to heal herself, and regains 27 (6d8) hit points. At the start of her next turn, she regains the same amount of hit points again, and the effect ends.
Artelinde can take two reactions per round, but only one per turn.
War Lore - Shroud of Scales. In response to her being subjected to an attack roll or an effect that forces her to make a saving throw, Artelinde gains a +5 bonus to her AC for the triggering attack, or the total for the triggering saving throw.
Artelinde can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Artelinde regains spent legendary actions at the start of her turn.
Quick-Cast. Artelinde casts one of her At Will spells.
Shifting Ash (Costs 2 Actions). Artelinde causes her Corpse Ash to shift around one of the creatures affected by it, rerolling the d8 for the ash's effect.
War Lore - Regalia of the Seelie Court (Costs 3 Actions). Artelinde wraps herself in a bolstering robe, gaining advantage on all saving throws she makes until the start of her next turn.
Description
Once upon a time, there was a young girl that wanted to become an adventurer. She was turned away from the entrance to one of the Labyrinth Trees that dotted the land - this one being in her own home city. Determined to do anything to gain the power to explore new heights and leave the always-empty home that she hated to sleep in, she began to study. And study. And study until days and nights melded together.
In time, the knowledge she had gained had propelled her to the practice of magic, and helped her to conquer the known parts of the Labyrinth Tree (when she was old enough to enter it, of course). She found friends, found allies, made enemies, and experienced the madness-inducing unknown above them.
Disaster had struck - her sister, Marguerite, once her closest ally and dearest friend, had been slaughtered at the hands of one of the monsters within the Labyrinth Tree. Despair had wracked her form, tearing at her mind and wasting her body to tatters - it wasn't uncommon to hear of adventurers dying within the Tree's walls, but this wasn't any adventurer. This was her sister, and now she was gone, never to be seen again.
Hours melded into days melded into weeks without so much as a word from her to her teammates - some had thought she had committed suicide, and decided to leave to find brighter pastures. Some thought to settle down in a place that wouldn't attempt to murder them at every turn. Some simply faded away into the crowd.
Artelinde knew that she needed to get her sister back - no cost was high enough for her.
She went back into the Tree to get her sister's body back, only to discover a hulking monster that took its place - a mountainous mass of tentacles and sea-life that had overtaken her dear sister's form. She tried to talk her dear sister down from her newfound insanity (being raised from the dead with a body not your own tends to tear one's mind apart, after all) to no avail. She couldn't bear to lose her a second time.
As it stands, anyone who tries to take away her dear sister is just as guilty as she was - and she certainly won't forgive herself (let alone anyone else) who tries to take away her sister again. Years have passed since that day, and she has slaughtered any adventurer that wandered too close to her sister's lair - she couldn't make up for losing her sister the first time, and there certainly won't be a second one without her say-so.
Knowledge Made Flesh. Throughout her studies, Artelinde has studied countless amounts of lore pertaining to magic. A veritable master in the field as a scribe, and intelligent enough to know what's what for knowledge, Artelinde still searches for a way to bring her sister back from her monstrous form. To that end, she has found and studied libraries worth of arcane knowledge throughout her life, Artelinde has learned numerous bits and pieces of knowledge that, as part of her gaining understanding of it, has changed her body to match the knowledge she carries. Magic now suffuses her at every second, and nothing will stop her from keeping her sister (or, whatever is left of her) safe.
Previous Versions
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