Gargantuan Dragon, Chaotic Evil
Armor Class 29 (natural armor)
Hit Points 1250 (17d12 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft., Climb 40 ft.
STR
23 (+6)
DEX
25 (+7)
CON
25 (+7)
INT
25 (+7)
WIS
25 (+7)
CHA
25 (+7)
Saving Throws DEX +16, CON +16, WIS +16, CHA +16
Skills Deception +9, Intimidation +18, Perception +11, Stealth +7
Damage Resistances Lightning
Damage Immunities Acid, Fire; Bludgeoning, Piercing, and Slashing from Metal Weapons
Condition Immunities Frightened, Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight, Passive Perception 21
Languages Common, Draconic, Minotaur
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. Ahriman can breathe air and water.

Legendary Resistance (3/Day). If Ahriman fails a saving throw, he can choose to succeed instead.

Shapeshifting : Ahriman can shape-shifted into a black rogue tiefling, a cloud of mist, and any animal he chooses.

Disappearing act :  Ahriman can vanish into any shadow within 4 feet of him.

 

Actions

Multiattack. Ahriman can use its Frightful Presence. it then makes three attacks: one with its bite and two with his claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of Ahriman's choice that is within 120 feet of Ahriman and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ahriman's Frightful Presence for the next 24 hours.

Death Breath (Recharge 5–6). Ahriman exhales a deadly purple fire in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid and fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Ahriman can take 3 legendary actions, choosing from the options below. Only one legendary action option 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 its turn.

Detect. Ahriman makes a Wisdom (Perception) check.

Tail Attack. Ahriman makes a tail attack.

Wing Attack (Costs 2 Actions). Ahriman beats its wings. Each creature within 10 feet of Ahriman must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Ahriman can then fly up to half its flying speed.

Shadow summon Ahriman can summon 10 shadow monsters to fight for him, while he regains health. 

Lair and Lair Actions

Ahriman lives in the Abyss. A part of the abyss where the only ground there is, is a island, with a huge ruin of a temple, and the only life there are deformed shadow creatures, and Ahriman. every little water there, and all of it is poisonous. And huge demon-like plants, some shadow creatures are copies from other dragons. The temple is well fortified and will take a while to get inside. 

Lair Actions

On initiative count 20 (losing initiative ties), Ahriman takes a lair action to cause one of the following effects; Ahriman can’t use the same effect two rounds in a row:

  • Pools of water that Ahriman can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone, and take (1d6) poison damage.
  • A cloud of swarming shadow insects fills a 20-foot-radius sphere centered on a point Ahriman chooses within 120 feet of him. The cloud spreads around corners and remains until Ahriman dismisses it as an action, uses this lair action again, or retreats. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical darkness spreads from a point Ahriman chooses within 60 feet of him, filling a 15-foot-radius sphere until Ahriman dismisses it as an action, uses this lair action again, or retreats. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

The region containing Ahriman's lair is warped by Ahriman’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the place is swarming with shadow creatures.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of Ahriman that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.

If Ahriman dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2020 4:43:18 PM
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2/4/2020 4:46:04 PM
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Habitat: Underdark

Ecilpse

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