Gwyneria's Blessing. Blessed by Gwyneira, Artaith gains immunity to cold damage, resistance to bludgeoning, piercing, and slashing damage from non-magical sources. Additionally, Artaith's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical damage. Finally, Artaith counts as both a draconic and humanoid creature for the sake of spells and abilities.
Dwarven Resilience. Artaith has resistance to poison damage, and advantage on saving throws against poison.
Cruelty Knows No Bounds. Artaith has advantage on attack rolls against all creatures that are frightened, or have less than half their remaining hitpoints and are still conscious.
Legendary Resistance (3/day). If Artaith fails a saving throw, she can choose to succeed instead.
Indomitable (2/day). If Artaith fails a saving throw and has no remaining uses of Legendary Resistance, she can reroll the saving throw, keeping the new result.
Just Married. As long as Artaith is within 30 feet of Gwen, both gain a +2 bonus to AC. This is not factored into her statblock.
Superior Combatant (6/Short or Long Rest). Artaith can use Battle Master Maneuvers six times per short or long rest. The Maneuvers available to her are labelled in their respective section. She may only use one maneuver per attack. If a maneuver mentions a saving throw, the DC for that save is 20.
Maneuvers: Trip Attack. After hitting a creature, Artaith can add a d10 to the damage. If the target is Large or smaller, it must make a Strength saving throw or be knocked prone.
Maneuvers: Disarming Attack. After hitting a creature, Artaith can add a d10 to the damage. The creature must then make a Strength saving throw or drop a held object of her choice at its feet.
Maneuvers: Ambush. Whenever Artaith makes an initiative roll or a Dex (Stealth) check, she can add a d10 to the roll.
Maneuvers: Pushing Attack. Whenever Artaith hits with an attack, she adds a d10 to the damage. If the target is Large or smaller, it must make a Strength saving throw or be pushed up to 15ft away.
Maneuvers: Lunging Attack. Artaith may extend the range of a melee weapon attack by 5ft. If the attack hits, she adds a d10 to the damage.
Action Surge (1/day). Artaith may take two actions during her turn instead of one.
Multiattack. Artaith, Shield of Gwyneria can make three attacks during her turn. She may only make one Shield Bash attack on her turn.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 14 (2d6 + 7) bludgeoning damage and 11 (2d10) cold damage.
Shield Bash. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 12 (1d8+8) bludgeoning damage and 11 (2d10) cold damage. Additionally, the target must make a DC 15 Constitution saving throw or be stunned until the end of Artaith's next turn. Artaith cannot make another Shield Bash attack while a creature is stunned in this way.
Shield Throw. Ranged Weapon Attack: +13 to hit, range 50/150 ft., 1 target. Hit: 13 (2d6 + 8) slashing damage and 11 (2d10) cold damage. The shield returns to her hand immediately following the attack, regardless of if it hits or miss.
Gwyneria's Fury (3/day). Artaith releases a surge of icy energy, in an attempt to freeze her enemies ambition. Each creature within 30 feet of her must succeed on a DC 15 wisdom saving throw or become frightened of her for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second Wind (1/day). Artaith regains 1d10+16 hitpoints.
Maneuver: Grappling Strike. Immediately after hitting with a melee attack, Artaith can use a bonus action to try to grapple the target. She adds a d10 to the Str (Athletics) check to do so.
Maneuver: Quick Toss. Artaith can use a bonus action to make one Shield Throw attack, adding a d10 to the damage on a successful hit.
Maneuver: Brace. When a creature Artaith can see moves within her melee reach, she can make a Shield Bash or Unarmed Strike attack, adding a d10 to the damage.
Maneuver: Riposte. Whenever a creature makes a melee attack against Artaith and misses her, she can use her reaction to make an Unarmed Strike or Shield Bash against the attacker. If that attack hits, she adds a d10 to the attack's damage.
Artaith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be chosen at a time, and only at the end of another creature's turn. Artaith regains all spent legendary actions at the start of her turn.
Unarmed Strike (Costs 1 Action). Artaith can make one attack with an Unarmed Strike.
Dash (Costs 1 Action). Artaith can move up to her move speed in any direction, without provoking attacks of opportunity. If she is moving towards a creature that is frightened or is missing half or more of it's hit points, she can move up to twice her speed towards that creature instead.
Previous Versions
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9/14/2025 9:30:32 PM
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9/23/2025 3:10:51 AM
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