Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Vigilant. The defender can’t be surprised.
While in Owl Form.
Flyby. The owl doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.
Spellcasting. The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:
At Will: Detect Evil and Good, Detect Magic
1/Day: Clairvoyance
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Talons. Melee Attack Roll: +9, reach 5 ft. Hit: 7 (1d10 + 9) Slashing damage..
Spider Staff. Melee Attack Roll: +9, Reach 5 ft. Hit: 7 (1d6 + 9) Bludgeoning damage (1d6) Poison damage
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
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
This Steel Defender (Artemis) is Maztrik's favorite "child". She goes everywhere Maztrik does. Artemis will polymorph into a Giant Owl. Saving those in need. She looks like a gaint Spider. The right arm is a staff of the spider. She has Slippers of Spider climbing. A shadowfell tattoo is painted on her. Embeded into the construction is a Shield +1 and a Hide of the feral guardian. In the center is an infusion of the wand of Magis Missile (Infused by Maztrik). Finally add to the top is a Saddle of the Cavalier. Allowing a place for Maztrik to ride. When needed Infuses a head band of intelligence. Giving Artemis an independant mind. Or Attunes to Guantlet of Ogre Power (Infusion of Maztriks)
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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