Vile Artemion (5e Creature)
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Large monstrosity, chaotic evil
Skills Athletics +7, Perception +6, Survival +6
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: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and 4 (1d8) poison damage.
Fire Breath (Recharge 6). The artemion exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
Sometimes, when an artemion is created it is empowered by a creature of great evil, such as a powerful fiend or hag. These vile artemion look very similar to normal artemion, though they have the heads of red dragons instead of snakes and draconic wings. They despise the fey and often force groups of lesser artemion into serving them.