Eldritch Beacon. You place an object in the Void. That object is lost from all other planes, but can now be used as an anchor in the Void, and any time you travel to the Void you will automatically show up next to this anchor. The object can be any shape or size as long as it is known to you and only you. If it is known to others, they may be able to place a replica in the Void, and you risk becoming lost or lured into a trap the next time you travel to the Void.
Items may be stored in your Eldritch Beacon if it is a container. These items will not become your Eldritch Beacon unless you place them elsewhere in the Void. If you do this, the same rules apply to all Beacons.
Eldritch Eye. While in the Void, you may spy on all other planes. You are impossible to detect without some kind of physical talisman that has been enchanted specifically for detecting Antigods. Additionally, it has the same effect as True Seeing, both in and out of the Void. Eldritch Eye requires concentration and will not be successful if the Antigod's concentration is broken.
Spellcasting. Ahmanet is a 15th spellcaster. Her spellcasting ability is 16 (spell save DC 16, +8 to hit with spell attacks). Ahmanet has following [class name] spells prepared:
Cantrips (at will): Eldritch Blast, Chill Touch, Shocking Grasp, Thaumaturgy
1st level (4 slots): Bane, Dissonant Whispers, Charm Person, Hellish Rebuke, Witch Bolt
2nd level (3 slots): Arcane Lock, Crown of Madness
3rd level (3 slots): Blink, Vampiric Touch
4th level (3 slots): Blight, Giant Insect
5th level (2 slots): Contagion, Insect Plague
6th level (1 slot): Create Undead, Eyebite
7th level (1 slot): Finger of Death, Teleport
8th level (1 slot): Maze
Void Grip. One target within your speed range must make a constitution saving throw of 18+ or they are tossed, lifted, pushed, etc. by an invisible force dictated by your own gesture. On a failed save, they take 1d4 psychic/necrotic damage, plus 1d6 damage for each surface they hit as they are knocked prone. (For example, if they are simply knocked prone they take 1d6 because that is one surface, but if they are thrown into a wall, they take 2d6, one for hitting the wall and then one the floor.) The target can hit up to 2 surfaces and be dropped to the floor for a total of 3d6 damage each turn. When dropped, the spell ends.
The target may also be pinned against the first surface they hit. This requires mental concentration as well as the physical gesture of pinning them. If the caster’s concentration is broken or their gesture is disrupted, the target is released, and may or may not take damage at the DM’s discretion. If pinned, the target can also make a 18+ constitution saving throw at the beginning of each turn to wrestle their way out of the grip, but if they succeed, they are knocked prone.
Maw of Darkness. You use an unarmed attack to feast on the soul of a creature within your reach. The creature must be alive and in your same size category + level of sentience. Constructs, golems, undead, etc. are unaffected by this attack. Consuming a creature’s soul revitalizes 1d4 HP and you gain all of their knowledge.
Claw of Darkness. You reach into a living being and grasp its very soul. You may remove this soul to consume or to store in the Void. If released into the Void, the soul will appear next to your Eldritch Beacon. Alternately, you may simply touch the soul, and by doing so gain all of the being’s knowledge-- however, the being must make a 15+ constitution saving throw or they become irreversibly catatonic.
Once a day, an Antigod may use their Legendary Action to escape a situation or possess a sapient being.
Possession (Costs 1 Action). Once a day, the Antigod may possess a sapient being with sufficient traits. In Ahmanet's case, the being must be a former religious worshiper who is willing to sacrifice their own life to allow her to possess their body. The vessel must be killed (or die of natural causes) and Ahmanet will consume their soul before inhabiting it.
Description
Ahmanet is a powerful, demon-like entity from a time before life on the Material Plane. She originally inhabited the space between planes-- the Void-- but was taken hostage by her own brother, Ares, and given to early humanoids in exchange for his own safe passage into the Planes. She spend millennia trapped in an enchanted coffin; her worshipers died off in time, and she was forgotten, left alone in her sarcophagus. Eventually, grave robbers attempted to open it, and she was released. It was then that she discovered that she could feed upon the life-force of both the living and the dead by consuming their very souls. Since then, she has stuck mostly to the Void, content to scavenge souls as they travel from one Plane to the next. A powerful necromancer is able to call on her and bring her back to the Material Plane-- however, there is no guarantee she will be happy to do so, and those who summon her are often her first victims upon arrival.
She has a bitter hatred of her brother, Ares, and will only willingly come to the Material Plane in order to try and defeat him. Although Ahmanet is evil, she is not entirely devoid of a sense of honor and morality; she takes no great pleasure in harming for the sake of harm, and may even perform simple acts of charity or affection to those she deems worthy of it.
Lair and Lair Actions
Ahmanet resides in the Void, a space between Planes. While in the Void, she cannot be physically harmed, nor can she harm other Void-dwellers.
When she enters the Material Plane, Ahmanet must possess a sapient being, usually humanoid. This being must be a former religious worshiper who willingly accepts her, knowing that they will cease to exist once possessed; they must die before or shortly after she possesses it, or their soul will still be present and she will have difficulty staying in it. For all intents and purposes, Ahmanet's lair is the vessel itself.
Lair Actions
On initiative count 4 (losing initiative ties), Ahmanet takes a lair action to cause one of the following effects; Ahmanet can’t use the same effect two rounds in a row:
- Disappear into the Void and reappear up to 30 feet away in the Material Plane (or whichever plane of existence she was originally on).
- Exorcise herself from her current vessel and possess a new one. A saving throw by the vessel (DC 10+) is only necessary if they are still alive and do not consent to the possession.
- Exorcise herself from her current vessel and attempt to manifest in the Material Plane in her true eldritch form. No matter where this occurs, the area around Ahmanet will become obscene and bizarre as the laws of reality in that plane are broken by her presence, and it becomes difficult terrain for 300 feet in all directions. All creatures present must make a Constitution saving throw of 20+. On a successful save, the creatures experience the following effects:
- Madness randomly chosen from the "Conditions" table or determined by the DM. The creatures may roll another Constitution saving throw at the beginning of their turn; the DC goes down by one each time, ie, if they fail the initial save their next DC is 19, then 18, and so on.
- Bleeding from the ears, eyes, mouth, and nose.
- On a failed save, creatures experience at least one of the following effects at the DM's discretion:
- Paralysis for one turn. On their next turn, they must make a DC 19 Constitution saving throw, or they suffer another effect. Creatures must suffer one additional effect every time they fail to make a saving throw; however, the DC for saving throws goes down each turn.
- Unconsciousness for one turn. On their next turn, they must make a DC 19 Constitution saving throw, or they suffer another effect. Creatures must suffer one additional effect every time they fail to make a saving throw; however, the DC for saving throws goes down each turn.
- Vomiting.
- Blindness.
- Immense pain, as though every part of their body is being pulled away from their center.
- Irreversible catatonia.
- Immediate death as their organs scramble and liquefy within their bodies.
Regional Effects
Ahmanet’s vessel is essentially her lair, and her presence in it creates the following effects:
- The vessel begins to deteriorate as it would naturally for a short time after she possesses it. She appears emaciated, sleepless, and perhaps slightly rotted. The vessel's body must become used to her presence, and for a short time after she possesses it, the body will suffer greatly as it tries to acclimate.
- The eyes of her vessel turn bright crimson and glow a vivid shade of red. This cannot be stopped except by closing her eyes, and may give her away in dark conditions.
- The vessel's teeth will become larger, sharper, and longer. It may also grow additional teeth in rows, similar to a shark.
- The vessel's fingers will grow long, sharp claws.
- The vessel will grow horns similar to a goat or sheep. Before the body acclimates to her presence, these horns will be bloody and raw, very clearly a foreign growth; if the vessel accepts her successfully, the horns will continue to grow and heal completely.
- Any Arcana checks done in her presence will reveal a powerful but mostly harmless necrotic energy radiating off of her.
- She will appear as Undead in any sort of Detect Undead effects, and will take damage as any Undead would by Turn Undead effects.
- The vessel itself does not become any more powerful, nor does it become immune to physical damage.
If the vessel is destroyed or Ahmanet is exorcised from it, the vessel deteriorates rapidly, and is reduced to a shriveled black form in a matter of minutes. A powerful necrotic energy surrounds the vessel for 1d10 days. Any creature who approaches the vessel before the energy fades must make a DC 5 saving throw or suffer physical or mental sickness (ie, a non-lethal effect that is described above) for 24 hours.