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 anothe

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Ahriman the Exile

Large humanoid, lawful evil

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.

STR
21 (+5)
DEX
16 (+3)
CON
22 (+6)
INT
23 (+6)
WIS
20 (+5)
CHA
25 (+7)

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)

No special abilities.

Actions

of Ahriman. Melee Weapon Attack: +11 to hit, reach 5 ft.
Inferno Pistol. Ranged Weapon Attack: +9 to hit, range 30/120, one target.

Reactions

None.


⚠️ 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.

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