Traits
Blighted Curses: When Ahrim deals damage with a spell, the target must succeed on a DC 16 Wisdom saving throw or suffer an additional:
- Ray of Enfeeblement: The target’s Strength score is reduced by half the rolled amount failed by for 1 minute. If this reduces Strength to 0, the target is paralyzed. (This effect CAN stack)
- Vulnerability: The target gains vulnerability to fire damage until the end of its next turn. (Can only affect the target once per minute)
- Phase Shift: Ahrim can teleport up to 60 feet, he can see if he chooses.
- Blighted Weakness: Ahrim targets one creature he can see within 60 feet. The target must make a DC 16 Strength saving throw. On a failed save, the target’s weapon attacks deal half damage for 1 minute. The target can repeat the saving throw at the end of each of its turns.
Action Melee Attack: Blighted Staff Melee Weapon Attack: +2 to hit, reach 5 ft., one target.Hit: 9 (2d8) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or have disadvantage on saving throws against spells for 1 minute.
Spellcasting: Ahrim the Blighted is a 15th-level spellcaster. Its spellcasting ability is [Intelligence] (spell save DC 16, +8 to hit with spell attacks). Ahrim the Blighted has the following Wizard spells prepared:
Cantrips (at will): Blade Ward, Fire Bolt, Mage Hand, Mending, Prestidigitation, Sapping Sting, Mind Sliver, Lightning Lure, Create Bonfire, Message
1st level (4 slots): Absorb Elements, Alarm, Mage Armor, Magic Missile, Shield, Cause Fear, Ice Knife, Ray of Sickness, Snare (9)
2nd level (3 slots): Arcane Lock, Crown of Madness, Hold Person, Tasha’s Mind Whip, Cloud of Daggers, Enlarge/Reduce, Mind Spike, Shatter
3rd level (3 slots): Counterspell, Glyph of Warding, Magic Circle, Remove Curse, Fireball, Incite Greed, Tidal Wave
4th level (3 slots): Banishment, Dimension Door, Phantasmal Killer, Arcane Eye, Evard’s Black Tentacles, Ice Storm
5th level (2 slots): Synaptic Static, Wall of Force, Cone of Cold, Hold Monster, Modify Memory.
6th level (1 slot): Disintegrate, Eyebite, Chain Lightning, Soul Cage,
7th level (1 slot): Teleport, Power Word: Pain, Reverse Gravity
8th level (1 slot): Mind Blank, Maddening Darkness
Legendary Action Name
Ahrim can take 1 legendary action per round, 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. Ahrim regains spent legendary actions at the start of his turn. (He can cast the Barrage form of the spells once his health is below 50% (75hp)
Spell Name: Ancient Burst
Level: 3rd
School: Evocation
Casting Time: 1 action
Range: 30 feet (5-foot cube)
Components: V, S, M (a shard of ancient obsidian)
Duration: Instantaneous
Description:
Drawing upon ancient arcane power, you unleash a burst of energy that both damages and debilitates your foes. Choose one of the following elemental effects when you cast this spell. The chosen effect determines the damage type and additional effect of the spell:
- Ice Burst
You freeze the air around you. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 4d6 cold damage and are restrained until the end of your next turn. On a successful save, they take half as much damage and are not restrained. - Blood Burst
The air vibrates with crimson energy, sapping life from your foes. Each creature in the area must make a Constitution saving throw. On a failed save, they take 4d6 necrotic damage, and you regain hit points equal to half the total damage dealt. On a successful save, they take half damage, and you regain no hit points. - Smoke Burst
A dense cloud of smoke fills the area. Each creature must make a Constitution saving throw. On a failed save, they take 4d6 poison damage and are blinded until the end of their next turn. On a successful save, they take half damage and are not blinded. - Shadow Burst
Shadows surge forth to consume the area. Each creature must make a Wisdom saving throw. On a failed save, they take 4d6 psychic damage and have disadvantage on attack rolls and saving throws until the end of your next turn. On a successful save, they take half damage and suffer no additional effects.
Spell Name: Ancient Barrage
Level: 6th
School: Evocation
Casting Time: 1 action
Range: 60 feet (15-foot cube)
Components: V, S, M (a shard of ancient obsidian)
Duration: Instantaneous
Description:
Drawing upon ancient arcane power, you unleash a burst of energy that both damages and debilitates your foes. Choose one of the following elemental effects when you cast this spell. The chosen effect determines the damage type and additional effect of the spell:
- Ice Barrage
You unleash a devastating storm of frost and ice in a massive area, freezing your foes in their tracks. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 6d8 cold damage and are restrained until the end of your next turn. On a successful save, they take half damage and are not restrained. Additionally, the area becomes difficult terrain until the start of your next turn. - Blood Barrage
You release a torrent of blood magic that siphons life force from your enemies. Each creature in the area must make a Constitution saving throw. On a failed save, they take 6d8 necrotic damage, and you regain hit points equal to half the total damage dealt. On a successful save, they take half damage, and you regain no hit points. If you regain hit points from this spell, you gain resistance to necrotic damage until the start of your next turn. - Smoke Barrage
A thick, choking cloud of toxic smoke engulfs the area. Each creature must make a Constitution saving throw. On a failed save, they take 6d8 poison damage and are blinded until the end of their next turn. On a successful save, they take half damage and are not blinded. The smoke lingers in the area until the start of your next turn. While the smoke remains, the area is heavily obscured. - Shadow Barrage
You summon tendrils of darkness to assault the minds of your foes. Each creature in the area must make a Wisdom saving throw. On a failed save, they take 6d8 psychic damage and are frightened until the end of your next turn. On a successful save, they take half damage and are not frightened. Additionally, the area becomes shrouded in magical darkness until the start of your next turn. This darkness cannot be dispelled by nonmagical light.
Description
Ahrim, an undead warrior from an ancient warring clan, is driven by anger and the dark magics that fuel his existence. Arcane powers ooze out of him and his blighted robes. His malice is shown through his cruelty to all who enter his tomb. He specializes in causing as much fear and damage to all those who displease him. The Arcanist of the brothers, Ahrim was the 2 born of the Barrows Brothers [Dharock, Ahrim, Guthan, & Karil]. These brothers entered into an infernal pact, as their youngest sibling (their sister Deliah) was stricken with a plague and on the verge of death. In return for power and all 4 brother's souls, their sister was healed and spared. The details can be read further if the party was able to find the diaries of the brothers (The Cost of Power)
Lair and Lair Actions
Lair Actions
On initiative count 15 (losing initiative ties), Ahrim the Blighted takes a lair action to cause one of the following effects; Ahrim the Blighted can’t use the same effect two rounds in a row:
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- Echoes of the Blighted (Aura of Fear):
The lair trembles with the cries of Ahrim’s past victims. Each creature of Ahrim’s choice within 30 feet must make a DC 16 Wisdom saving throw or be frightened until the end of its next turn. A frightened creature’s speed is halved while in the lair. - Life Leech Pulse:
Dark, skeletal hands emerge from the floor in a 15-foot radius centered on a point Ahrim can see within 60 feet. Each creature in the area must make a DC 16 Dexterity saving throw or take 14 (4d6) necrotic damage and be restrained until the end of its next turn. - Curse of Weakness:
Ahrim releases a pulse of necrotic energy. Each creature of his choice within 30 feet must make a DC 16 Constitution saving throw, taking 11 (2d10) necrotic damage on a failure or half as much on a success. Ahrim regains hit points equal to half the total damage dealt. - Arcane Disruption:
Ahrim creates a field of magical interference in a 20-foot radius centered on a point he can see within 60 feet. Until initiative count 20 on the next round, creatures in the area attempting to cast a spell must succeed on a DC 16 Intelligence saving throw or the spell fails and the action is wasted.
- Echoes of the Blighted (Aura of Fear):
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