Beyond Powerful. Ahriman, the Evil of Men, is a Daemon Lord, and one of the four children of the Demon King. His CR is actually CR 32. Due to this terrifying power, Ahriman stats go beyond 30, leading to them being the following.
Strength: 32 (+11) [Save: +23]
Dexterity: 28 (+9) [Save: +21]
Constitution: 33 (+11) [Save: +23]
Intelligence: 33 (+11) [Save: +23]
Wisdom: 32 (+11) [Save: +23]
Charisma: 36 (+13) [Save: +25]
Legendary Resistance (4/Day). If Beelzebub fails a saving throw, he can choose to succeed instead.
Blighted Weapons. Ahriman's weapon attacks are treated as +3 magical weapons (included in the attack). When Ahriman hits with any weapon, the weapon deals an extra 18 (4d8) Necrotic Damage (included in the attack).
Banishment. When Ahriman drops to 0 hit points, his body explodes into a 40-foot radius sphere of flames. Any creature in that radius must make a DC 25 Dexterity saving throw. On a fail, a creature takes 78 (12d12) Fire damage, half on a success. As long as Frigidum, the Demon King, is still alive, Ahriman can reform even when killed in Cocytus.
Limited Magic Immunity. Ahriman can't be affected or detected by spells of 4th level or lower, unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.
Elemental Absorption. Whenever Ahriman is subjected to acid, cold, fire, and lightning damage, he takes no damage and instead regains a number of hit points equal to the acid, cold, fire, and lightning damage dealt.
Authority of Man. Any creature hostile to Ahriman that starts its turn within line of sight of him must either avert its eyes (if the target is surprised it cannot avert its eyes) or succeed on a DC 25 Wisdom Saving Throw at the end of each of its turns. If it fails three before it succeeds on three attempts it is dominated, as in the dominated monster spell. If a creature succeeds on it or the effect ends, it is immune for the next 24 hours.
This Condition ignores Charm Immunity.
Hell's Call. When a creature fails Ahriman's Lair Action, Orderly Conduct, Ahriman can doom that target, without using a reaction. The target that failed Orderly Conduct drops to 0 hit points and begins to make Saving Throws. Any ability or feature to prevent this can not be done, nor can this effect be circumvented.
Eye Thief. Ahriman can see through the eyes of all creatures within 120 feet of him. He can use his Eye Ray through any creature within 120 feet of him, as though he was in that creature's space.
Flyby. Ahriman doesn't provoke opportunity attacks when he flies out of an enemy's reach.
Regeneration. Ahriman regains 60 hit points at the start of each of his turns.
Limited Magical Defenses. Ahriman resists magical bludgeoning, piercing, and slashing damage, however this is ignored if it is a +4 Magical Weapon or above.
Critical Talent. Ahriman's critical hit range for both weapon attacks and spell attacks is 18 - 20.
All Knowing. Ahriman has the Alert Feat, gaining a +5 to Initiative and Immunity to the Surprised Condition. In addition, he has advantage on Initiative.
Global Benefit. Ahriman innately has a +3 to all Melee and Ranged Weapon Attacks and Damage, +3 to all Melee and Ranged Spell Attacks and Damage, and a +3 to all Saving Throws, Skills, and to his Spell DC. All of these are already included.
Chains of Asmodeus. The Chains of Asmodeus are a +4 epic chains that does an extra 9 (2d8) Acid damage, 9 (2d8) Cold damage, 9 (2d8) Fire damage, and 9 (2d8) Lightning damage (included in the attack). In addition, it has 15 charges, any any of its properties that require a saving throw or spell attack uses Ahriman's own. While holding it, Ahriman can expend charges to cast the following spells at 9th level, with the spells area/range being doubled, without requiring any component:
No Charges: Arcane Eye, Bestow Curse, Fire Shield
1 Charge: Cone of Cold, Fire Ball, Lightning Bolt, Melf's Acid Arrow
2 Charges: Dominate Monster
The Chains regain 1d8+4 Charges daily at dawn.
Innate Spellcasting. Ahriman's innate spellcasting ability is Charisma (spell save DC 33, +25 to hit with spell attacks). Ahriman can innately cast the following spells and upcast them at 9th level innately, requiring no material components:
At Will: Charm Person, Detect Magic, Dispel Evil and Good, Dispel Magic, Fear, Geas, Hold Monster, Ice Storm, Mass Suggestion, Suggestion, Thunderwave, Wall of Fire, Wall of Ice
4/Day each: Dominate Monster
3/Day each: Blight, Chain Lightning, Forcecage, Greater Invisibility, Hellish Rebuke, Polymorph, Shapechange, Symbol
2/Day each: Time Stop, Wish
1/Day each: Meteor Swarm, Power Word Heal, Trap the Soul, Unholy Aura
Multiattack. Ahriman makes two attacks with his chains, one slam attack, and uses its eye ray twice.
Chains of Asmodeus. Melee Weapon Attack: +27 to hit, reach 30/60 ft., 1 target. Hit: 58 (9d8 + 15) Slashing damage, plus 18 (4d8) Necrotic damage, plus 9 (2d8) Acid damage, plus 9 (2d8) Cold damage, plus 9 (2d8) Fire damage, plus 9 (2d8) Lightning damage.
Slam. Melee Weapon Attack: +23 to hit, reach 5 ft., 1 target. Hit: 45 (9d6 + 14) Bludgeoning damage, plus 28 (8d6) Fire damage, plus 18 (4d8) Necrotic damage.
On a hit, the target must succeed on a DC 31 Strength saving throw, or be knocked prone or grappled (Ahriman's choice).
Eye Ray. Ahriman shoots out two eye ray's at random (reroll duplicates), the target must be within 240 feet of Ahriman to be hit.
- Domination Ray - DC 30 Wisdom Saving Throw, otherwise Dominated Mind (ignores Immunity)
- Paralyzing Ray - DC 30 Constitution Saving Throw, otherwise paralyzed.
- Psyche-Reconstruction Ray - DC 30 Wisdom Saving Throw, taking 87 (16d10) Psychic Damage. If this reduces the creature under 0 hit points, they become a Spectator, and can only be restored with a Wish or Miracle spell.
- Slowing Ray - DC 30 Dexterity Saving Throw. Half speed on fail for 1 minute, no reactions, and can only take an action or bonus action on turn.
- Mind-Weakening Ray - DC 30 Intelligence Saving Throw, taking 58 (13d8) Psychic Damage. On a success, nothing happens. On a fail, take damage and the creature can not cast a spell or use a magic item for 1 minute.
- Telekinetic Ray - DC 30 Strength Saving Throw. Target is restrained by the telekinetic energy until the start of Ahriman's next turn.
- Sleep Ray - DC 30 Wisdom Saving Throw. Target falls asleep and is unconscious until they take damage or an ally uses their action to wake them up.
- Petrification Ray - DC 30 Dexterity Saving Throw. Target becomes petrified, and can only be freed by a Greater Restoration spell or other magic.
- Disintegration Ray - DC 30 Dexterity Saving Throw, taking 162 (36d8) Force Damage. Only take damage on fail, if this reduces to 0 hit points, target becomes a pile of ash.
- Death Ray - Target takes 198 (36d10) necrotic damage, no save. Target dies if the ray reduces it to 0 hit points.
Hellfire Pillar (Recharge 5-6). Ahriman chooses a point on the ground that he can see within 480 feet of him. A cylinder of hellfire, 100 feet tall with a 20-foot radius, rises from that point and lasts for 1 minute. Creature in the area when the pillar erupts, or that end their turn in the area, lose their immunity or resistance to fire damage, or gain vulnerability to fire damage if they did not have resistance or immunity for 1 minute. In addition, each creature must make a DC 33 Dexterity Saving Throw, taking 209 (20d20) fire damage on a failure, or half as much on a success.
Summon Devil (3/Day). Ahriman magically summons 1d4x2 Pit Fiends.
Fling. One large or smaller object or creature held or grappled by Ahriman is thrown up to 300 feet in a direction of its choosing and knocked prone. If a throw target strikes a solid surface the target takes 3 (1d6) Bludgeoning damage for every 10 feet it was thrown. If it was thrown at another creature, that creature must succeed on a DC 32 Dexterity saving throw or take the same damage and be knocked prone.
Puppet Master. Ahriman exerts precise control over one creature he has dominated.
Chains of Asmodeus - Dominate Monster. Immediately after being attacked by a melee attack, Ahriman can expand 2 charges of his Chains of Asmodeus to cast Dominate Monster on the target.
Hellfire Rebuked (1/Day). When Ahriman is the target of a ranged weapon or spell attack, Hellfire Pillar recharges and he can use a reaction to use it immediately.
Ahriman can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Ahriman regains spent legendary actions at the start of his turn.
Strike (Costs 1 Action). Ahriman makes an attack with his chains or a slam attack. He can also chose to use one random eye ray.
Move (Costs 1 Action). Ahriman moves up to half his speed.
Regenerate (Costs 1 Action). Ahriman regenerates and recovers 60 hit points.
Asmodeus Charge (Costs 1 Action). Ahriman casts a spell from his Chains of Asmodeus.
Cast a Spell (Costs 2 Actions). Ahriman casts one of his Innate spells.
Chill Gaze (Costs 2 Actions). Ahriman focuses his gaze into a 60 ft. cone in front of him. Anyone in it must make a DC 33 Wisdom Saving throw, taking 65 (10d12) Cold damage and be paralyzed on a failure, or half as much on a success.
Summoning of the Damned (Costs 2 Actions). Ahriman uses his Summon Devil Ability.
Teleport (Costs 2 Actions). Ahriman magically teleports, along with any equipment he is wearing or carrying, up to 480 feet to an unoccupied space he can see.
Recharge (Costs 3 Actions). Ahriman recharges hellfire pillar.
Description
A massive humanoid figure, wrapped in chains, and covered in eyes, lies Ahriman, the Evil of Man. Being the personification of Man's tendencies for sin, he can easily take complete control over even the most devoted children of god.
Part of my Level 30 Homebrew D&D Campaign, since it is CR 32, beware.
Lair and Lair Actions
Ahriman's domain lies in Cocytus, the land of Demons (in my Homebrew D&D Campaign). More specifically, in a pocket dimension accessed inside Xibalba, the Place of Fear.
Lair Actions
On initiative count 25 (losing initiative ties), Ahriman takes a lair action to cause the following effect:
Orderly Conduct. Ahriman declares an absolute. Until the next time he uses Orderly Conduct, anyone who breaks the current effected rule that Ahriman has declared will have Hell's Call casted on them. The effects can be any of the following, though reroll the effect if it is the same one used last turn.
- Cease Conflict: Creatures are not allowed to make any physical attacks during this round.
- Deny the Weave: Creatures are not allowed to cast any spells or use any magic during this round.
- No Salvation: Creatures are not allowed to heal. Natural Regeneration is allowed.
- Silence: Creatures are not allowed to talk or communicate with each other.
- Forbade Earthly Materials: Creatures are not allowed to use any items or consumables. This includes spell material components.
- Stay Put: Creatures are not allowed to move from their spot.
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