Ahriman the Exile (5e Creature)

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Ahriman[edit]

Large humanoid, lawful evil


Armor Class 18 (power armor)
Hit Points 149 (13d10 + 78)
Speed 30 ft.


STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 22 (+6) 23 (+6) 20 (+5) 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 Resistances poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Senses darkvision 60 ft., truesight 60 ft., passive Perception 21
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Challenge 18 (20,000 XP)


Legendary Resistance (3/Day). If Ahriman fails a saving throw, he can choose to succeed instead.

Brute. A melee weapon deals one extra die of damage when Ahriman hits with it (included in the attack).

Keen Senses. Ahriman has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Helm of the Third Eye. While wearing his helm, Ahriman has resistance to psychic damage and truesight out to 60 feet.

Magic Resistance. Ahriman has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ahriman’s weapon attacks are magical.

Power Armour. While wearing his armour, Ahriman is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine.

Regeneration. Ahriman recovers 5 hit points at the start of each of his turns.

Sorcerous Controller. As an action, Ahriman can animate and control a squad of rubric marines. Ahriman can control a number of rubric marines equal to half his Charisma modifier without effort, or a number equal to his full Charisma modifier while maintaining concentration as if he had cast a spell. The rubric marines act on their own initiative in the turn order and only require commands from Ahriman outside of combat. If Ahriman loses concentration, the rubric marines are incapacitated until he uses an action to regain control of them. If Ahriman is incapacitated or killed, the rubric marines fall unconscious.

Spellcasting. Ahriman is an 18th-level spellcaster. His spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Ahriman knows the following sorcerer spells:

Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, message, ray of frost
1st level (4 slots): chromatic orb, detect magic, ray of sickness
2nd level (3 slots): crown of madness, blindness/deafness, blur
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): banishment, blight, confusion
5th level (3 slots): cloudkill, cone of cold, telekinesis
6th level (1 slot): chain lightning, disintegrate, eyebite
7th level (1 slot): plane shift, prismatic spray
8th level (1 slot): power word stun, sunburst
9th level (1 slot): gate, time stop

Superhuman Biology. Ahriman has advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.

Tzeentch’s Blessing. Ahriman has advantage on Constitution saving throws made to maintain concentration on his spells.

ACTIONS

Black Staff of Ahriman. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and 5 (1d10) force damage, and the target must succeed on a DC 19 Wisdom saving throw or be stunned until the end of its next turn.

Inferno Pistol. Ranged Weapon Attack: +9 to hit, range 30/120, one target. Hit: 7 (2d6) piercing damage and 16 (3d10) fire damage.


LEGENDARY ACTIONS

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). Ahriman casts a spell of 3rd level or lower, using a spell slot as normal.

Ahriman the Exile is an infamous chaos sorcerer and the greatest champion of the Chaos God Tzeentch. Wracked with guilt for a past failure and desperate to make amends, he scours arcane libraries and archives across the multiverse in search of a way to change his fate.

The Prodigal Son. It is said that Ahriman was once the chief librarian of a space marine legion far more mystically inclined than average. They were blessed with great magical power, but also cursed with a terrible affliction that would cause them to mutate into hideous monsters. When Horus rebelled against the god-emperor this affliction began spreading like wildfire, and in a desperate effort to stop it Ahriman cast a powerful, untested spell. The result was catastrophic: the mutations ceased, but many of the legion were transformed into undead automatons called rubric marines. Ahriman’s sire Magnus the Red was furious at this, and cast Ahriman out. Now Ahriman wanders the galaxy, seeking a way to correct what he views as his greatest failure.

Master of Magic. Ahriman was the greatest spellcaster in a legion full of them, and he is considered the mightiest chaos sorcerer alive. He is said to know the true names of 729 fiends and to have summoned terrible entities from the Far Realm. Such is his mastery of magic that he can fire off powerful spells in rapid succession, quickly decimating any opposition that he might face, and it is said that he can teleport freely as certain celestials and fiends do, without the need for terminator armour. Tzeentch considers Ahriman his greatest champion for good reason, much as Ahriman himself might despise the idea of championing such a being.

Arms of the Exile. Ahriman carries the Black Staff of Ahriman, an accursed weapon made from the desecrated remnants of a holy spear. The staff acts as a focus for his spells and addles the mind of anyone it strikes. His enchanted Helm of the Third Eye allows him to see through illusions and peer into the ethereal plane, making it difficult to surprise him. Ahriman is often seen riding upon a daemonic steed called the Disc of Tzeentch, allowing him to traverse the battlefield at incredible speed.

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