Medium Celestial, Neutral
AC 22 Grace Of The Wild    Initiative +29 (39)
HP 920 (40d8 + 660)
Speed 150 ft., Swim 40 ft., Climb 40 ft.
Mod Save
STR 18 +4 +4
DEX 30 +10 +19
CON 30 +10 +10
Mod Save
INT 20 +5 +5
WIS 30 +10 +19
CHA 22 +6 +6
Skills Investigation +18, Nature +18, Perception +18, Stealth +18, Survival +18
Resistances Cold, Fire, Lightning, Ranged Attacks
Immunities Poison; Bludgeoning, Piercing, and Slashing from Mundane Attacks; Blinded, Charmed, Frightened, Paralyzed, Petrified, Poisoned
Gear Two bags of holding, Grace of the Wild (plus 3 breastplate), Bow of Radiant Brilliance, Cool nunchucks
Senses Truesight 1200 ft. ; Passive Perception 28
Languages Celestial Any creature Artemis speaks to can understand her.
CR 30 (XP 155,000; PB +9)
Traits

 Legendary Resistance (2/Day). If Artemis fails a saving throw, she can choose to succeed instead. She regains one use of this feature each time she scores a critical hit with her Longbow of the Moon, but can never have more than 3 total at a time. Additional resistances are lost after 1 hour if not used. 

Goddess of the Hunt. Whenever Artemis successfully hits a creature with an attack, she magically senses that creature’s precise distance and direction from her until it dies or 30 days have passed.  In addition, she makes all further attack rolls against that creature with advantage.

One with the Wild. In urban environments (as defined by the DM), Artemis has disadvantage on all d20 rolls. Outside of urban environments, she regains 8d8 hit points at the start of her turn as long as she has at least 1 hit point. If Artemis does not suffer damage for 1 hour, she is returned to full health and any and all conditions, curses, and diseases, on her are cleansed. 

Concealment. If Artemis foregoes her movement on her turn, and is not in an urban environment, she is completely unable to be perceived until the beginning of her next turn; this is not the invisible condition, spells such as faerie fire or guiding bolt cannot reveal her location, and not even creatures with true sight can perceive her when she is concealed in this way. 

Innate Spellcasting. Artemis’s innate spellcasting ability is Wisdom (spell save DC 26, +18 to hit with spell attacks). She can cast the following spells, requiring no material components:

  • At will: animal friendship, pass without trace, speak with animals

  • 3/day each: conjure animals, entangle, freedom of movement, locate creature

  • 2/day each: conjure minor elementals, control weather, commune with nature, tree stride

  • 1/day each: shapechange, sunburst, wall of thorns, maze

 Wild Walker. Artemis suffers no penalty from magical or non-magical difficult terrain outside urban areas. 

Actions

Multiattack. Artemis makes five attacks with her Longbow of the Moon.

Longbow of the Moon. Ranged Weapon Attack: +18 to hit, range (1000/2000ft), one target. Hit: 49 (4d12 + 25) piercing, force, or radiant damage (her choice). On a critical hit, the target must succeed on a DC 26 Constitution saving throw or suffer either stunned, speed halved, blinded, or automatically loses concentration - as determined by the DM. Attacks are not made with disadvantage with the Longbow of the Moon if adjacent to the target. 

Volley:  Artemis can exchange up to two of her standard Longbow of the Moon attacks with a volley attack instead. This Volley targets all creatures in a 15 foot radius of a point of her choosing within range of her longbow. Creatures must make a DC22 Dexterity saving throw or suffer 31 (3d12+12) piercing damage, or half as much on a successful save. 

Longbow of the Moon. Melee Weapon Attack: +12 to hit, reach (10ft) one target. Hit: 26 (3d12 + 8) Slashing Damage. On a critical hit, the target must succeed on a DC 21 Intelligence saving throw or suffer an illusion making them believe they are blind for 1 minute. They can repeat this save at the end of each of their turns, ending the effect on a success. Because this is not blindness it can affect any creature except those with truesight - including those immune to the blind condition. 

A creature can attempt a DC 20 medicine check to discern that the blindness is illusory and not physical. 

Bonus Actions

Artemis may not take the same bonus action on consecutive turns. 

Imbued Bow. Artemis pours her divine essence into the next shot she takes. She suffers 13 (2d12) damage, and depending on the damage type of her next show with her Longbow of the moon: 

  • If Piercing damage dealt - Deal an additional 22 (4d10) Fire damage
  • If Force damage dealt - Undo all healing, including regeneration, the target received within the last 6 seconds. 
  • If Radiant damage dealt - The target becomes Jolted for 1 round. Jolted creatures take 1d6 thunder damage for each 5 feet of movement they make. 

Summon Fey Champions. Each turn Artemis can use a bonus action to summon fey creatures to aid her in battle. The creatures remain for 1 hour or until reduced to 0 hit points. She can use this bonus action to summon: 

  • 6 Grinning Cats, or
  • 4 Dryads, or
  • 3 Redcaps, or
  • 2 Riffler, or
  • 1 Bheur Hag, or
  • 1 Korred, or
  • 1 Elder Treant, or 
  • 1 Summer Eladrin

She may summon different creatures with different bonus actions, but only one creature type at a time. For example, she can summon 6 Grinning Cats, or 4 Dryads, but not 3 Grinning Cats and 2 Dryads with a single bonus action.

Creatures she summon are considered Dominated by her for the duration.  She cannot summon allies with a combined challenge rating greater than 30 summoned at one time.

Reactions

Retreat. When an attacker that Artemis can see hits her with an attack, she can use her reaction to nullify the damage, and take the dash action without provoking opportunity attacks. 

Legendary Actions

Artemis 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. Artemis regains spent legendary actions at the start of her turn.

  1. Attack (Costs 1 Action):
    Artemis makes a ranged attack or volley attack with her Longbow of the Moon.
  2. Hunter’s Brand (Costs 2 Actions):
    Artemis marks a creature within 600 feet with her divine brand. For the next hour, attacks against that creature deal an additional 4d8 damage, and critical hits against the creature occur on an attack roll of 18, 19 or 20. Artemis can have only one Hunter’s Brand active at a time. If she brands a new creature, the previous brand fades.
  3. Lunar Cry (Costs 3 Actions):
    Artemis creates a cylinder of magical darkness, 300 feet tall and 15 feet in diameter, at a location within 120 feet of her. Each creature within the cylinder appears as a starry point of light to Artemis. Each creature within the darkness must succeed on a DC 20 Wisdom saving throw or suffer the following effects while they remain in the darkness:
    • Their speed is reduced to 10 feet.
    • They are are under the effects of the confusion spell. 
    • At the start of each of their turns while in the darkness, they take 2d12 psychic damage.

The cylinder disappears after 1 minute, or if Artemis repeats this legendary action. 

Lair and Lair Actions

Artemis creates the wild around her wherever she goes. Within 24 hours of residing in a place an are within 600 feet of that spot will grow with new grasses bushes, and any existing plants in the area will flourish. Within 7 days, the area will now resemble a forest and wildlife will become present. Within 28 days the distance has expanded to 1 mile and the heart of the forest now looks ancient, and teaming with life. 

If Artemis is in her domain such as the above (or a forest, grove, or sacred area), she can take lair actions. On initiative count 20 (losing initiative ties), she can use one of the following lair action options:

Healing Rain. A gentle rain falls over a 100 foot area, and each creature of Artemis's choice regains 20d8 hit points.

Forest Spirits. Spectral animals surround Artemis, causing creatures within 120 feet of her to make a DC 26 Wisdom saving throw or be frightened until the end of their next turn.

Thorned Growth. The ground within the lair becomes difficult terrain, which lasts until the next lair action is taken. Creatures who enter or start their turn in this area take 10 (3d6) magical piercing damage. Creatures also take this damage for each 10 feet they move along the ground in the lair. Artemis us immune to this damage. 

Previous Versions

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