Keen Sight. The Ahriman has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The Ahriman makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The Ahriman targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Controlling gaze. The ahriman stares into the depths their soul, one target only, turning the target to the Ahriman's side until they save against it. The Ahriman makes a Intelligence check +2, the player must make or exceed the Ahriman‘s roll to keep control. Should the player fail the check they are turned against the rest of their party until they break free. Every turn the player under control of the Ahriman is allowed to make one intelligence saving throw to try an break free (dc12), if they fail twice they are given advantage on the third roll. If they fail a fourth time they are under control of the Ahriman until it dies.
Description
Ahriman‘s are intelligent demons with chaotic impulses, they seek to gain power as much as they can. They do so by putting people under their controlling gaze, allowing them to control them entirely (this becomes the more difficult the more it tries to control at once.). They have a pair of large wings on their spherical shaped torso’s, and an arrow like tail, they also have sharp talons on the end of their noodle like arms & legs.
They don't often use their legs so should their wings be made useless they will have trouble walking.
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