| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 18 | +4 | +4 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +12 |
| WIS | 16 | +3 | +9 |
| CHA | 12 | +1 | +1 |
Legendary Resistance (3/Day). If Aramil fails a saving throw, he can choose to succeed instead.
Dark Shadow. Aramil can manipulate shadows and move freely between them, allowing him to traverse shadowed areas as if under the effect of Misty Step.
Magic Suppression Aura. Within a 120-foot radius, Aramil can choose to automatically dispel spells of 3nd level or lower.
Aura Mastery. Whenever Aramil absorbs a spell, he gains temporary hit points equal to 5 times the spell’s level.
Arcane Aura. While Aramil has absorbed at least one spell, he gains a +1 bonus to saving throws up to a maximum of +3. This effect lasts until the end of his next turn.
Multiattack. Aramil makes two attacks using Devouring Touch and with Arcane Strike in any combination.
Devouring Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) necrotic damage. The target must make a Constitution saving throw (DC 16). On a failure, it suffers the following effects Loses a random spell slot of 1d4 levels and Becomes unable to regain hit points until the end of Aramil's next turn.
Arcane Strike. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d10) force damage. The target must make an Intelligence saving throw (DC 16). On a failure, it suffer the following effect: Their next attack roll or saving throw using Intelligence, Wisdom, or Charisma is made with disadvantage.
Devouring Fireball (Recharge 5–6). Aramil casts Fireball Constitution saving throw (DC 18). Damage: 28 (8d6) fire damage. Creatures hit must make a Constitution saving throw (DC 16) or lose a random spell slot of 1d4 levels.
Arcane Distortion. Aramil magically distorts the space around him. He casts blur on himself, requiring no material components.
Instant Movement. When Aramil is hit by an attack, he can teleport up to 30 feet to another shadow he can see.
Devouring Strike. Aramil makes a Devouring Touch or Arcane Strike attack.
Shadow Step. Aramil moves up to 30 feet without provoking opportunity attacks. He can pass through shadows and dark surfaces as if they were open space.
Abyssal Convergence. Aramil conjures a vortex of shadows at a point within 60 feet. All enemies within a 120-foot radius are pulled to the center. Immediately after, Aramil casts Devouring Fireball at that location.
Devourer’s Ascension. When Aramil drops to 0 HP for the first time, he instead regains 100 HP and enters his true form. He gains the following effects:
Devourer’s Aura. Creatures within 30 feet can’t regain HP and have disadvantage on saving throws against Aramil’s abilities. Additionally, whenever a creature within this range makes an attack roll, ability check, or saving throw, Aramil can force it to roll a d4 and subtract the result (no action required).
Mythic Actions:
Devour Self (Recharge 5-6). Wisdom Saving Throw: DC 16, one creature within 60 ft. Failure: The target’s sense of identity is shattered until the end of its next turn. At the start of each of its turns, it rolls a d6 to determine its behavior:
1–2: The creature is stunned until the start of its next turn.
3–4: The creature must use its action and movement to move away from all other creatures by the safest available route.
5–6: The creature must use its action to make a melee or ranged attack against the nearest creature, chosen randomly if tied.
Reality Void . Aramil tears open a 10-foot zone of nonexistence. Creatures inside must make a Charisma saving throw (DC 16). On a failure, they cease to exist until the end of Aramil’s next turn—unable to act, be targeted, or perceive anything. When they return, they suffer 3d8 psychic damage.
Lair and Lair Actions
Magic Absorption. When a creature casts a spell of 4rd level or higher in the lair, it must make a DC 16 Constitution saving throw. On a failure, Aramil manipulates the spell’s energy, applying one of the following effects based on the spell’s type:
- If the spell deals damage: The spell is dissipated, causing no effect.
- If the spell inflicts a debuff (e.g., paralysis, blindness, or a curse): The spell is countered, and the caster must make the same saving throw or suffer its effects instead.
- If the spell provides a buff (e.g., haste, shield, or resistance): Aramil absorbs its magic and gains its benefits for a number of turns equal to the spell’s level.
- If the spell restores hit points: Half of the healing is redirected to Aramil instead of the intended target.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/6/2025 4:17:33 PM
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6
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Coming Soon
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1/5/2026 2:24:48 PM
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22
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1
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Coming Soon
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