Magic Resistance. Ahri has advantage on saving throws against spells and other magical effects.
Spellcasting. Ahri's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Ahri can innately cast the following spells without requiring any material components:
(at will): calm emotions, detect thoughts, dancing lights, friends
1/day: modify memory, compulsion, suggestion
Essence Thief: Anytime Ahri deals psychic damage, she heals (1d8) hit points unless otherwise stated.
Devourer of Memories: Once combat ends, any humanoid that took psychic damage from Ahri must make a DC 18 Intelligence saving throw, unless Ahri was slain in combat. Any creature that fails the saving throw has amnesia, forgetting everything that has happened in the last 24 hours, and disadvantage on Intelligence checks to recall information that relies on memory for the next 1d4 days.
Multiattack. Ahri can attack twice with her claws. If she is holding her Orb of Deception, she can only make one claw attack.
Claws. Melee weapon attack: +7 to hit, reach 5 ft., 1 target. Hit: 7 (1d4 + 5) [slashing] damage.
Charming Kiss. Ranged Spell Attack: Ahri blows a kiss to a creature within 30 feet of her. That creature must make a DC 18 Charisma saving throw, taking 14 (4d6) psychic damage, and is considered charmed on a fail, taking half damage on not charmed on a success. Ahri heals for the damage dealt. While charmed, the creature uses its turn to move towards Ahri at half speed, taking no actions or reactions, acting harmlessly. The creature may repeat the saving throw at the end of each of its turns. The effect ends after 1 minute, or on a successful save. The target may repeat the saving throw if they receive any damage besides psychic, doing so with advantage. Ahri can only have one target charmed in this way. This effect ends if Ahri charms another creature in this way.
Fox Fire (recharge 5-6): A wisp of blue flame appears at the end of each of Ahri's nine tails, targeting a creature within 120 feet of Ahri. A ranged spell attack is made for each wisp (+10 to hit), dealing 7 (2d6) damage on a hit. A single creature can be hit by multiple wisps.
Orb of Deception: Ahri summons a ball of psychic energy that she has full control over and lasts until she dispels it. As a bonus action, Ahri can move the orb up to 60 feet away from her. If Ahri moves, the orb moves to stay within 60 feet of her. Any creature that starts its turn within 5 feet of the orb must make an Intelligence saving throw, taking 14 (4d6) psychic damage on a fail, and half as much damage on a success. This includes when the orb is in Ahri's hand.
Spirit Rush (3/day): When Ahri is hit by an attack or fails a dexterity saving throw, she can dash 40 feet in a straight line and the attack misses.
Ahri is a legendary creature and has 3 legendary actions that can only be used at the end of another creature's turn. Ahri regains all spent legendary actions at the start of her turn.
Move (Costs 1 Action). Ahri can move up to her speed.
Recall Orb (Costs 2 Actions). Ahri can recall her Orb of Deception to her hand.
Description
Ahri is a humanoid fey with nine white wolf tails. She feeds on the memories of others, siphoning their thoughts to gain power and knowledge of the world around her. She seeks to own a collection of experiences and memories, living a thousand lifetimes through fleeting thoughts. Adventurers may seek her out for the knowledge she holds, or she could be hired as an assassin to remove memories from witnesses, though Ahri works to service her own ends at all times and through any means necessary.
Lair and Lair Actions
Ahri resides in places of high magic, whether a rift open to the feywild, a place resting on a leyline, or some ancient ruins covered with overgrowth. Places where there are many nooks and crannies to rest in, where the shadows of trees allow for her faint blue wisps to draw travelers in closer, and where Ahri can run away easily without being followed should things go arwy.
Lair Actions
On initiative count 20 (losing initiative ties), [Ahri] takes a lair action to cause one of the following effects; [Ahri] can’t use the same effect two rounds in a row:
- Ahri recalls through the many memories she's stolen, noting similarities from then and now. Ahri has advantage on attack throws, saving throws, and ability checks until initiative count 20 on the next round.
- Magical fog billows around one target Ahri can see within 120 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be charmed by Ahri until initiative count 20 on the next round.
- Ahri chooses a target that is charmed by her, forcing their mind into a dream of pleasure and comfort. The creature is incapacitated until they can make a DC 15 Charisma saving throw. Saving throws are made at the end of the creature's turn. If no creatures are charmed by Ahri when this lair action would take effect, she can force a creature she can see to make a DC 15 Charisma saving throw or be incapacitated in this way.
Regional Effects
The region containing [Ahri]’s lair is [enchanted], which creates one or more of the following effects:
- Fog lightly obscures the land within 6 miles of the lair.
- Thickets form labyrinthine passages within 1 mile of the lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Targets can move through the thickets, with every 1 foot a target moves costing it 4 feet of movement. A target in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
- Within 1 mile of its lair, the creature leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the creature’s path.
If the [Ahri] dies, these effects fade over the course of 1d6 days.







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