Artemis
Artemis — The Encounter
Moon-Pale Huntress crowned in the wild green wood · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Artemis
Where the canopy closes and the moon finds only the narrowest path to earth, the Huntress walks unseen. The old Hellenic shepherds named her Artemis, sister to the sun, mistress of the chase and the warden of every wild thing that has not yet been tamed. The sacred groves bend toward her as she passes, and the deer that graze beneath them are hers alone to spare or to take. She does not hunt for hunger but for judgement: the boastful slayer, the despoiler of her wood, the man who looks upon what he should not — each she marks, and the marked do not outrun her arrows. Maidens who keep her vow find their feet sure on any trail and their aim true under any sky. Yet cross the silver line of her favor and the forest itself turns inquisitor: roots that trip, shadows that watch, and a single pale shaft loosed from a distance no mortal eye can measure.
Run Artemis in Sixty Seconds
- Position first. Artemis wants distance. Place her 60+ ft. from the party with cover and natural terrain nearby — Moonlit Step and Quarry's Recoil keep her there all fight.
- Open with the mark. First arrow tags the lowest-HP striker with Huntress's Mark; every following shot at it has advantage and ignores invisibility.
- Kill-priority: backline. Healers and casters die first — radiant arrows plus advantage shred low-AC, low-HP targets faster than the frontline.
- When bloodied, she stops trading blows: Recoil away each round, re-mark the nearest melee, and hold Crescent Volley for the next time foes cluster.
- Three ways to run her: lone sniper harassing from the treeline; the ranged half of a boss duo; or a moonlit ambusher with the Hind, opening from total concealment.
Artemis
Medium celestial, chaotic good
CR 6 · 2,300 XP · GUIDELINEHuntress's Mark. When Artemis hits a creature with a weapon attack she marks it until the end of her next turn. Her attacks against a marked target are made with advantage, and a marked target cannot benefit from being unseen by her.
One With the Wild. Difficult terrain made of plants, roots, or undergrowth costs her no extra movement, and she has advantage on Dexterity (Stealth) checks made in any natural setting.
Moonlit Step. Once on each of her turns, if she moves at least 10 ft. she does not provoke opportunity attacks until the start of her next turn.
Actions
Multiattack. Artemis makes two attacks with her Moonsilver Bow.
Moonsilver Bow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8+5) piercing damage plus 7 (2d6) radiant damage.
Hunting Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) piercing damage, and the target must succeed on a DC 15 Strength save or be pushed 10 ft. away.
Crescent Volley (Recharge 5-6). Artemis looses a fan of moonlit arrows at a point she can see within 120 ft. Each creature in a 15-foot cube there makes a DC 15 Dexterity save, taking 22 (5d8) radiant damage on a failure, or half on a success. The area becomes faintly glowing until the start of her next turn; creatures there cannot benefit from being invisible.
Bonus Actions & Reactions
Quarry's Recoil. Reaction, when a creature within 30 ft. that Artemis can see hits her with an attack: she moves up to 20 ft. without provoking opportunity attacks and may immediately mark the attacker with Huntress's Mark.
She stands wreathed by three storm-bowed sacred trees, gown spilling in petalled rivers across the forest floor, a long moon-bright bow-staff at her side.
Artemis, Bound
Companion · acts on your initiative
Bound · GUIDELINEGolden Flight (signature). The hind's speed is 80 ft. It can take the Dash or Disengage action as a bonus action, and difficult natural terrain never slows it.
Actions
Goring Antlers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, and a Large or smaller target must succeed on a DC 14 Strength save or be knocked prone.
Reactions
Lead the Hunt. When an ally within 30 ft. is hit by an attack, the hind bounds between them, granting the ally +2 AC against that attack.
The bronze-hooved, gold-antlered deer that no mortal hunter ever caught now runs at the goddess's heel.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open at max range and pick off the lowest-HP striker with Huntress's Mark, then kite using Moonlit Step so melee never closes. Save Crescent Volley for when two or more foes bunch up. She is the ranged-pressure piece — pair her with a melee bruiser that holds the line while she shoots.
Stay 60+ ft. back, Multiattack the marked target each round, and lead with Crescent Volley the moment the party clusters or someone goes invisible. Kill-priority: enemy healers and casters first — her radiant arrows and advantage from Huntress's Mark melt squishy backliners. Pairs perfectly with a flagship boss as the long-range finisher.
Treat her as artillery: open with Crescent Volley on the densest knot, then Multiattack the most dangerous DPS with advantage. Use Quarry's Recoil every round to slide out of melee and re-mark whoever reached her. She is an add-on to a bigger threat — let the boss soak aggro while she deletes the back rank.
Put Artemis on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Artemis?
Her native tier is 2, statted at CR 6 (2,300 XP) for a level 5-10 party. The tiers block also gives a CR ~2 build for level 1-4 and a CR ~11 build for level 11-15 — same traits and actions, only the numbers shift.
Can Artemis be a companion or ally?
Yes. As a chaotic-good celestial she makes a natural patron or guide for ranger, druid, or hunt-themed parties. Drop her tier-1 numbers to run her as a powerful NPC ally who provides ranged support and the Keryneian Hind as a scout, without overshadowing the players.
Is she a solo boss?
No — she is solo_capable=false, an add-on built to support a flagship. With no legendary actions she gets swarmed if run alone, so pair her with a frontline boss and let her snipe from range. Her single reaction, Quarry's Recoil, keeps her mobile but is not enough to anchor a solo encounter.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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