Artemis Entreri
Dungeons & Dragons · Tabletop · Half-Shade Assassin
- Tier
- LOW 7-B, up to 6-C
- Attack Potency
- Small City Level, up to Island Level+
- Speed
- Ftl, up to Ftl+
- Durability
- Small City Level, up to Island Level+
Powers and abilities
- Superhuman Physical Characteristics
- Weapon Mastery (Artemis is one of the most skilled swordsmen and assassins in all of Faerun, arguably amongst the greatest mortals in such areas)
- Stealth Mastery (Artemis is capable of blending into and infiltrating any society or group, a skill he uses often)
- Enhanced Senses (Artemis is more than capable of fighting whilst blinded or ambushed)
- Acrobatics (Particularly skilled in tight-rope walking, among others)
- Social Influencing (Uses manipulation mid-combat to create tactical opportunities for himself- raging foes make mistakes)
- Soul Manipulation
- Absorption and Statistics Reduction via Life-Stealer (Life-Stealer weapons drain the levels of enemies, and heal their wielders; Artemis bears one of these items as a dagger)
- Non-Physical Interaction (Can affect intangible, incorporeal, abstract, conceptual, and purely nonexistent enemies)
- Blood Manipulation (Bears a Sword of Wounding, which causes supernatural bleeding that drains one's constitution)
- Statistics Amplification (Bears several items to enhance his armor magically, causing him to become more dextrous and durable)
- Information Analysis (Artemis is an exceptional judge of an enemy's skills and capabilities, and is quickly able to discern their combat-oriented skills)
- Preparation
- Invisibility (Is tattooed with magic that grants him the ability to become invisible)
- Camouflage (Expert in disguise)
- Extrasensory Perception (Artemis can detect poison in his presence)
- Poison Manipulation (Though he prefers not to use it, Artemis is adept at usage of poison)
- Death Manipulation (Bears the Assassin's magical ability to instantly kill a target with a single strike)
- Surface Scaling (Wears a Cloak of Arachnida, which allows one to constantly be under the effects of the Spider Climb spell)
- Thread Manipulation (The Cloak of Arachnida allows the user to cast web, entangling enemies)
- Smoke Manipulation (Could use Charon's Claw to create a wall of ash to block enemy vision)
- Light Manipulation (Charon's Claw can exude a dark glow)
- Disease Manipulation (Charon's Claw bestows festering wounds that would eventually become infected)
- Resurrection (Charon's Claw can resurrect Artemis)
- Heat Manipulation (Charon's Claw renders Artemis invisible to infrared vision)
- Memory Manipulation and Empathic Manipulation
- Self Only (Wielded Idalia's Flute, which allowed him to clear his thoughts but would drudge up old memories)
- Summoning via Nightmare Figurine (Allows Artemis to summon a Nightmare from the Lower Planes to serve as his steed)
- Longevity
- possibly more (Artemis is Half-Shade, meaning he could bear the abilities of a Full-Shade, which include Light Manipulation, Teleportation, Attack Reflection, Regeneration (Low-Mid), Darkness Manipulation, and Dimensional Travel)
- Extreme Resistance against Disease Manipulation (Artemis wears a Periapt of Health, rendering immune to all magical and non-magical diseases) and Poison Manipulation (The Cloak of Arachnida grants him enhanced resistance against poisons)
Weaknesses
Bears an incredibly damaged psyche due to his childhood, and often is seen to have no emotions as a result
Ranked tied for #58 of 704 in Dungeons & Dragons by strength.
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