The Artist

Medium Fey (Male, Nonbinary), Chaotic Neutral

Armor Class: 17 (half plate)

Hit Points: 119 (14d8 + 56)

Speed: 30 ft., fly 30 ft. (hover)


STR 20 (+5)

DEX 18 (+4)

CON 18 (+4)

INT 18 (+4)

WIS 16 (+3)

CHA 20 (+5)


Saving Throws: Dexterity + 8, Wisdom + 7, Charisma + 9 

Skills: Deception + 9, Perception + 7, Persuasion + 9 

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical  Attacks

Damage Immunities: Poison

Condition Immunities: Charmed, Frightened, Poisoned

Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 17

Languages: Common, Elvish, Giant, Sylvan

Challenge: 12 (10,000 XP)

Traits


Magnum Opus. (Recharges after a Short or Long Rest). If The Artist is reduced to 0 HP, their current hit point total instead resets to 50 HP, and they regain any expended uses of Legendary Resistance. Immediately after this effect activates, The Artist teleports back into their painting prison and is no longer bound to be within 30 ft. of it, but can only reside in paintings within their lair, either using 5 ft. of movement to enter one adjacent to them or teleporting inside of one with Canvas Jaunt. While inside a painting, The Artist is unaffected by effects and attacks originating outside of the painting. To attack or take actions against creatures, except with Paint Tendril, The Artist must use 5 ft. of movement to move part of their body out of the painting, at which point he can be affected by outside effects. Additionally, The Artist can now use the options in the “Epic Actions” section for 1 hour. Award a party an additional 2,900 XP (12,900 XP total) for defeating The Artist after their Magnum Opus activates. 

Magic Weapons. The Artist’s weapon attacks are magical and deal an extra 7 (2d6) damage of a type of The Artist’s choosing: acid, cold, fire, lightning, or poison (included in the attack).

Tethered. The Artist can’t willingly move more than 30 ft. from their painting. Any attempt to move them away from the painting by another creature fails. If the painting is moved more than 30 ft. away from The Artist, they are teleported to be within 30 ft. of it (no action required). 

Legendary Resistance. (3/day) If The Artist fails a saving throw, they can choose to succeed instead.

Actions


Multiattack. The Artist makes two attacks with either the Rainbow Blade or a Pigment Bolt. 

Rainbow Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) Slashing damage, or 10 (1d10 + 5) Slashing damage if used with two hands, plus 7 (2d6) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison.

Pigment Bolt. Range Spell Attack: +9 to hit, range 120 ft., one target. Hit: 15 (3d6 + 5) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison. 

Spellcasting


The Artist casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):

2/day each: phantasmal force, hallucinatory terrain

1/day: prismatic spray

Legendary Actions


The Artist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Artist regains spent legendary actions at the start of their turn.

Rainbow Blade. The Artist makes an attack with the Rainbow Blade.

Paint Explosion. (Costs 2 Actions). Each creature within 30 ft. of The Artist or the painting they are in must make a DC 17 Dexterity saving throw, taking 14 (4d6) damage of 

a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison and being Blinded until the end of their next turn on a failed save, or taking half as much damage and not being Blinded on a successful one.

Epic Actions


If The Artist’s Magnum Opus trait has activated in the last hour, they can use the options below as legendary actions. 

Canvas Jaunt. The Artist teleports, along with any equipment worn or carried, into a painting they can see within 120 ft. of them. 

Paint Tendril. (Costs 2 Actions). A long, oily tendril reaches out of the painting the Artist is currently in and attacks a creature they can see within 30 ft. of it. The target must make a DC 17 Strength saving throw, taking 10 (3d6) damage of a type of The Artist’s choosing: Acid, Cold, Fire, Lightning, or Poison and be Restrained for 1 minute on a failed save, or taking half as much damage and not being Restrained on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Credit: Ivo Hoying