Binding. Ahriman cannot truly be killed unless it's regeneration feature has been disabled , each Dawnshard has been destroyed on the World Anvil and their true name is read aloud.
Regeneration. Ahriman regains 20 hit points at the start of its turn. When reduced to 0 hitpoints and it takes damage from [Tooltip Not Found], this trait will be disabled for one turn.
Teleport. As a bonus action, Ahriman can teleport up to 30 feet to an unoccupied space it can see.
Limited Magic Immunity. Ahriman can't be affected or detected by spells of 5th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting. The Ahriman's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Ahriman can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, dissonant whispers, mage hand, minor illusion, chromatic orb, thorn whip
3/day each: antagonize, charm person, detect magic, invisibility, major image, mirror image, suggestion, tasha's mind whip
1/day each: dominate person, fly, plane shift, true seeing, crown of stars
Multiattack. The rakshasa makes one attack with Scar Stitcher, one Claw attack and two Thorn Whip spells
Scar Stitcher. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 9 (3d8 + 4) slashing damage. Each time the target is hit they are suffer from Delayed Scarification. They are wracked with doubts and visions of their mistakes, becoming poisoned until the start of Ahriman's next turn. At the end of the target's next turn they take 7 (1d12) psychic damage. The target can suffer from multiple instances of Delayed Scarification.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
Thorn Whip Ranged Spell Attack: +10 to hit, range 60 ft., one creature. Hit: 14 (4d6) If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
Chromatic Orb Ranged Spell Attack: +10 to hit, range 120 ft., one creature. Hit: 13 (3d8) damage of a type chosen by Ahriman: acid, cold, fire, lightning, poison, or thunder.
Harrowing Visions (Recharge 5-6) Conjures manifestations of enemies' worst fears in a 30-foot-radius. Each non-rakshasa must make a DC 18 Wisdom saving throw, taking 66 (12d10) psychic damage and become affected by the fear spell for 1 minute on a failed save. On a success, they take half damage and are not frightened. Once a creature makes a successful save against this ability or the resulting fear spell it cannot be affected by this until the creature finishes a long rest.
Hooks In You Makes one attack with Scar Stitcher or Thorn Whip.
Misleading Escape (Costs 2 Actions) Ahriman becomes invisible while an illusory double appears where it stood, allowing it to move up to its speed. Both effects last until the start of its next turn, but the invisibility ends if it attacks or casts a spell.
Cast a Spell (Costs 3 Actions) Casts a spell from its innate spellcasting list.
Lair and Lair Actions
City of Towers. When Ahriman is reduce to 200 hitpoints the World Anvil will ring with take effect, causing the area to rise up through the layers of Sharn at blistering speed until it pierces through the clouds of the Skyway to join Azure and Brilliant. This process will take the following 2 turns to complete.
Rise and Fall. When City of Towers is in effect rocks will fall onto the battlefield, roll 3d6 to pick 3 wedges of the battlefield to target with falling rocks. Creatures in the area must succeed on a DC 15 Dexterity saving throw or take 12 (4d6) bludgeoning damage.
Teeth of Sakinirot. On initiative count 20 (losing initiative ties) the land itself will part, allowing Sakinnirot to bleed through. Rusty chains and spikes erupt in a 20-foot square on ground that funciton the same as the evards black tentacles spell.
The World Anvil. Once per turn, resetting on initiative count 20, a Dawnshard may be placed upon the World Anvil and struck with a weapon to destory it. Whenever you do so roll on the Wild Magic table.
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