| 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 |
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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.
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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.
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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).
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Indomitable Will. Advantage on saving throws against charmed, frightened, dominated, or effects that read thoughts or compel truth.
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Tactical Pistol (Ranged Weapon Attack). +4 to hit, range 60/180 ft., one target. Hit: 1d8 + 2 piercing.
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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).
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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).
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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.
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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.
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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).
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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).
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 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.
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