Artemion (5e Creature)
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Large monstrosity, chaotic evil
Skills Athletics +6, Perception +4, Survival +4
Charge. If the artemion moves at least 30 feet straight toward a target and then hits it with a tail attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Fey Vulnerability. The artemion has disadvantage on saving throws against spells and effects caused by fey creatures, and on attack rolls against fey creatures or creatures in the Feywild. If it enters the Feywild, and every minute afterwards until it leaves, it must succeed on a DC 18 Wisdom saving throw or be petrified. While it is petrified in this way, it appears to be made from glassy black crystal and has vulnerability to all damage. A greater restoration spell or similar magic removes this effect, and makes the artemion immune to this effect for 10 minutes. A wish spell can make the artemion immune for up to one year.
Multiattack. The artemion makes three melee attacks, two with its claws and one with its tail.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) poison damage.
The first artemion was a peerless, but greedy hunter, who regularly over hunted and hunted for sport with his bow, which angered the fey. The last straw came when he discovered an unspoilt fey grove, and hunted every last creature, then dared the fey to curse him, and they did. They transformed him into a hideous beast, with gigantic crab claws for hands, so he could never fire an arrow again, his head became like that of a huge snake, and his lower body became like that of a horse, but his torso remained the same, so that onlookers knew that they were looking at a beast that was once human. They also made it so that even with his new thick hide, arrows of any description would pierce as though there was nothing there.