Ahrimaniphim (5e Creature)

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Ahrimaniphim[edit]

Large undead, neutral evil


Armor Class 20 (natural armor)
Hit Points 275 (22d10 + 154)
Speed 40 ft., fly 70 ft.


STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 24 (+7) 12 (+1) 16 (+3) 12 (+1)

Saving Throws Dex +9, Con +12, Wis +8
Skills Perception +8, Stealth +9
Proficiency Bonus +5
Damage Vulnerabilities radiant
Damage Resistances cold, poison, psychic
Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 18
Languages Common, Infernal, Undercommon
Challenge 14 (11,500 XP)


Regeneration. The ahrimaniphim regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the ahrimaniphim takes radiant damage or damage from holy water, this trait doesn't function at the start of the ahrimaniphim's next turn.

Spider Climb. The ahrimaniphim can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Ahrimaniphim Weaknesses. The ahrimaniphim has the following flaws:
Forbiddance. The ahrimaniphim can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The ahrimaniphim takes 20 acid damage when it ends its turn in running water.
Stake to the Heart. The ahrimaniphim is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The ahrimaniphim takes 20 radiant damage (this includes its vulnerability to radiant damage) when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Innate Spellcasting. The ahrimaniphim's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components.

At will: invisibility, mirror image
3/day each: animate dead, bane

Standing Leap. The ahrimaniphim's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

ACTIONS

Multiattack. The ahrimaniphim makes three attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 14 (2d6 + 7) slashing damage. Instead of dealing damage, the ahrimaniphim can grapple the target (escape DC 20).

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the ahrimaniphim, incapacitated, or restrained. Hit: 18 (2d10 + 7) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the ahrimaniphim regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Frightful Presence. Each creature of the ahrimaniphim's choice that is within 120 feet of the nosferatu and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nosferatu's Frightful Presence for the next 24 hours.

Mind Blast (Recharge 5-6). The ahrimaniphim magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 18 (4d8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Ahrimaniphim, also known as Ahriman's Tyrants, are the final evolution of vampire spawn who have succumbed to the beast and consumed the bloody vitae of other vampires. These are great chiropteran vampires with savage claws, fangs and powerful wings who are also able to use magic and psychic blasts. Even high vampires show these powerful beasts much respect.

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