Limited Magic Immunity. Ahriman is immune to effects from 7th level spells or lower. he has advantage on saving throws for all other magical effects.
Trapped and Wounded. The primordial serpent is currently trapped and wounded in the serpent's coils in Nessus, Baator. He must devour enough souls to heal and regain his former glory.
Wish resistance. When someone casts a wish to restrain Ahriman or wish him away or affect him in any way, he gets to make a Charisma saving throw.
Sanctuary. Ahriman is permenently under the effects of a sanctuary spell.
Legendary resistance (5/day). when Ahriman fails a saving throw he can chose to succeed instead.
Multiattack. Ahriman uses his Enchanting Gaze and makes two attacks, once with his bite and once with a headbut. The bite can be replaced with a swallow and is usually used last.
Bite. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 30). Until this grapple ends, the target is restrained, and Ahriman can't bite another target.
Headbut. Melee Weapon Attack: +20 to hit, reach 10ft., one target. Hit: 42 (5d12+10) bludgeoning damage. The target must make a DC 30 strength saving throw or be knocked prone.
Swallow. Ahriman makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of Ahriman's turns.
If Ahriman takes 60 damage or more on a single turn from a creature inside it, he must succeed on a DC 30 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the his mouth. If the Ahriman dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Enchanting Gaze (recharge 5-6). Ahriman looks someone in the eye and charms them somehow. the target must make a DC 30 wisdom saving throw or be charmed by Ahriman. he can make another saving throw at the end of his turn. A creature charmed by Ahriman takes every suggestion as if it where a suggestion.
Summon Asmodeus. If Asmodeus is still 'alive' or has been dead for more than month, Ahriman can summon him to his side. As Asmodeus is actually an avatar of Ahriman, Ahriman can't take and actions, reactions, bonus actions or legendary actions if Asmodeus does something. they take the same turn in initiative.
Counterspell (3/day). Ahriman can cast counterspell at 9th level.
Ahriman has 5 legendary actions. he can use these at the end of another creature's turn, but only one at a time.
Roar (costs 2 actions). Everyone within 500ft makes a DC 30 wisdom saving throw or be frightened until the end of Ahriman's next turn. People frightened in this way are stunned until the end of Ahriman's next turn.
Rumble. Ahriman moves and the earth and cliffs around him rumble. everyone within 30ft of him must make a DC 20 Dexterity saving throw or take 25(5d6+5) bludgeoning damage as rocks fall down.
Nudge. Ahriman nudges the people closest to him. everyone within 10 ft must make a DC 30 strength saving throw or fall prone.
Create fiend (costs 3 actions). Ahriman creates a devil of Challenge rating 2 or higher that joins the battle on his side, incapable of hurting or even disobeying Ahriman. This fiend is rolled randomly and due to the mind controll it will be immune to enchantment.
Description
Low in the depths of the serpent's coils, located at the bottom of Nessus in Baator lives one of the two great primordial serpents. Ahriman, who along with Jazirian, was one of the creators of law. After his fall into Nessus all through Baator he waited. He heals by consuming the souls of the ones who actively shunned the gods. Once he is fully healed he will rise up from his hell-hole and traverse the planes to battle Jazirian once again, incidentally leaving chaos behind wherever he goes.
On the event of his permanent death the forces of Chaos will be able to break through Baator and will go on to consume the whole of the multiverse.
for more information, find Mr. Rhexx's video on youtube about the truth about Asmodeus. it's an interesting video.
BTW he is a god. Keep that in mind before you go "WTF this is OP and not balanced". this is meant for players who have acquiered items and allies that are meant to defeat him with a spell to imprison him where he is.
Lair and Lair Actions
See: Baator. See: Nessus. See: Serpent's coils.
Lair Actions
On initiative count 20 (losing initiative ties), Ahriman takes a lair action to cause one of the following effects; Ahriman can’t use the same effect two rounds in a row:
- Soul intake. There are 1d6 souls present outside of the party. it takes two rounds to enter Ahriman. If this lair action is used after these are gone and Ahriman hasn't been defeated yet he will start to consume souls of the party. A random party member has to make a DC 30 saving throw tied to their highest ability score or just their highest saving throw. This is the ability where they have poured their soul into. on a failure the target drops to 0 hit points and can't gain any. Their soul starts to go to Ahriman. next turn they have to make another DC 30 saving throw, and the other party members can try to help. every succesful aid (DC 20) lowers the DC by 3. if their body affect by something that gives a bonus to saving throws they can user it for this effect. this also affects unconscious and dead people.
- Enter a description for a lair action.
Regional Effects
See: the lower planes
If Ahriman dies the forces of Choas will take hold of the lower planes. If he leaves, chaos will follow him while he rises to fight Jazirean once more. and then CHaos will not be held back and consume the cosmos.
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Posted Jul 18, 2019Very interesting monster I also love making powerful creatures. However How exactly does Ahriman even do anything or move with 0 speed until he manages his magic ways of taking your parties souls and then heals and then breaks free? Also what is is speed post freeing/escaping himself? How many souls does he need to be fully healed? The process is not making a lot of sense to me with his movement and releasing if there could be some slight more info on it that would be great. Other wise tho I absolutely love it. Its very unique not a kind of enemy you see often.
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Posted Jul 24, 2019Well, those questions are easily answered in the lore. Ahriman can't move because of how wounded he is and the fight is to prevent him from moving. He has been getting souls for a long time so I haven't put a number on it (also he gets all atheistic souls). But I am still making something else for when he rises, but that is akin to a god (I don't stat gods)
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Posted Nov 30, 2023WHY NOT AZEKH ARIHMAN WHY IS THERE SO LITTLE LOVE FOR WARHAMMER IN THIS COMMUNITY