- Blessed Silver Bow. This incarnation of the goddess' weapon of choice automatically strikes its designated target, requiring no attack roll so long as they are not behind complete cover. However it does not obey the hands of a male and can have its power negated by anti-magic. This item is classified as a longbow for all other intents and purposes, sharing its other stats.
- Crescent Hairpiece. This hairpiece grants one a glittering veil of light about their person if worn atop the head. It is weightless and makes the wearer's body glow with silver aura, emanating light out for 15 feet.
Perfect Aim. With her bow, Artemis never misses a target and always lands a critical hit.
Superior Stealth. While Artemis is stalking (stealth), creatures attempting to detect her have disadvantage on their Perception checks to perceive her.
Quickened Step. Artemis can dash as a bonus action and is immune to opportunity attacks.
Magic Resistance. Artemis has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/day). If Artemis fails a saving throw, she can choose to succeed instead.
Fear Immunity. Artemis is immune to all magical and non-magical fear.
Missile Deflection. Normal or magical ranged weapons are at a disadvantage to hit Artemis.
Spellcasting. Artemis is a level 20 spellcaster that uses her wisdom as her spellcasting ability. Artemis knows all spells from the ranger and druid spell lists.
Multiattack. Artemis can make four melee attacks per round.
Blessed Silver Bow. Ranged weapon attack, range 200 ft, one target. Hit 19 (4d6 + 10) piercing damage.
Taunt. Artemis can bait a creature of her choice within 60 ft. The creature must make a Wisdom saving throw, or be compelled to attack only Artemis for one minute. If the creature attacks another target besides Artemis, they will take 4d8 lightning damage. A successful Wisdom saving throw ends this effect.
Reaction Name. Enter the description for your action.
Artemis can take 4 Legendary actions, choosing from the options below. Only one legendary action 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 his turn.
Teleportation (Costs 1 action). Artemis can magically teleport herself, or any willing creature that she can see, along with any equipment being worn or carried, to any unoccupied space within five miles.
Saving Throw (Costs 1 action). Artemis gains advantage on her next saving throw.
Spell Immunity (Costs 1 action). Artemis may choose to be immune to any spell of level 3 or below until the end of her next turn.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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