Ahriman the Exile
Ahriman 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. Ahriman regains spent legendary actions at the start of his turn. Teleport. Ahriman magically teleports, along with any equipment he is carrying, up to 120 feet to an unoccupied space that he can see. Cantrip. Ahriman casts a cantrip. Spell (Costs 2 Actions).
Armor Class 19 (power armor)
Hit Points 149 (13d10 + 78)
Speed 30 ft.
Saving Throws Con +12, Int +12, Wis +11, Cha +13
Skills Arcana +12, Athletics +11, Deception +13, History +12, Intimidation +13, Perception +11 Proficiency Bonus +6
Damage Vulnerabilities —
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing
Damage Immunities —
Condition Immunities —
Senses passive Perception 10
Languages —
Challenge 18 (20.000 XP)
Actions
Reactions
Legendary Actions
⚠️ D&D Wiki Homebrew
This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.
Source: D&D Wiki - Ahriman the Exile (5e Creature)
This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.
Formatted by BubblyBards.