Medium Humanoid, Lawful Neutral
AC 15 Light kevlar coat + tactical stance    Initiative +0 (10)
HP 16 (4d8)
Speed 30 ft.
Mod Save
STR 6 −2 −2
DEX 10 +0 +2
CON 9 −1 +0
Mod Save
INT 22 +6 +18
WIS 14 +2 +10
CHA 12 +1 +8
Resistances Psychic
Immunities Charmed, Frightened
Gear Encrypted phone, micro-drones, smoke/flash capsules, baton, compact sidearm, multi-tool, earpiece relay, disguise kit
Senses Passive Perception 18
Languages Common several human languages; basic criminal cant, Gnomish
CR 1 (XP 200; PB +2)
Traits

 

  • Prodigious Intellect. Artemis has advantage on Arcana, History, Investigation, Insight, Deception, and Perception checks made to notice clues, tech, or magical protocol. He can’t be surprised if he spends 1 minute planning the area.

  • Perfect Recollection. Photographic memory: Artemis can recall any text, map, or conversation he has seen/heard in the last year; advantage on checks to recall or cross-reference information.

  • Prepared Contingency. If Artemis has at least 10 minutes to prepare a scene, he creates 2 contingencies (e.g., smoke charge, lock jammer, decoy drone). As a reaction, he may trigger one to impose disadvantage on an attack against him or to gain advantage on one ability check or saving throw (2/Short Rest).

  • Indomitable Will. Advantage on saving throws against charmed, frightened, dominated, or effects that read thoughts or compel truth.

 

Actions

 

  • Tactical Pistol (Ranged Weapon Attack). +4 to hit, range 60/180 ft., one target. Hit: 1d8 + 2 piercing.

  • Baton Tap (Melee Weapon Attack). +2 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning; the target must succeed on a DC 12 DEX save or have disadvantage on its next attack before the end of its next turn (feint/distraction).

  • Flashbang Capsule (Recharge 5–6). Creatures of your choice within 10 ft of a point you can see within 30 ft make a DC 13 CON save or are blinded until the start of your next turn and take 2d4 thunder (half and not blinded on a success).

 

Bonus Actions

 

  • Quick Analysis. Choose a creature you can see within 60 ft; Artemis learns its AC, current HP tier (full/half/quarter), and one damage resistance/immunity if any. Your next attack or ability check against it before the end of your turn has advantage.

  • Smoke Veil (2/Day). Drop a smoke pellet; Artemis becomes heavily obscured until he moves or the start of his next turn and may Hide.

 

Reactions

 

  • Counter-Tech. When a creature within 30 ft uses a tech/magical device or casts a spell with verbal or material components, Artemis forces a DC 13 ability check (spellcasting ability or INT for devices). On a failure, the effect fizzles (no slot/use spent).

  • Bodyguard’s Angle. When hit by a ranged attack, Artemis gains +3 AC against that attack if he has cover or an adjacent ally (Ricochet math).

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Prodigy of the Artemis Fowl universe—criminal mastermind turned reluctant hero—Artemis has outwitted LEP Recon, hacked fairy spellwork, and scripted multi-layer heists with redundancies on redundancies. He wins by information control, misdirection, and leverage, letting gadgets and allies act where he’s physically outmatched.

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.

Habitat: AnyForestGrasslandHill

Zackagawea

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