"Yamato is a mystical continent inspired by Japanese mythology and the Edo period, where humans, Yokai, and Kami coexist in uneasy peace. Ancient traditions, spiritual power, and supernatural intrigue shape a world on the brink of upheaval as a fallen star stirs divine forces, forgotten grudges, and ambitious factions into motion."
Played | 1968 times |
Cloned | 172 times |
Created | 330 days ago |
Last Updated | Yesterday |
Visibility | Public |
Description
Ahriman is a fearsome flying aberration with an enormous eye at the center of its forehead, radiating a sinister glow. This aberration is said to be born from the nightmares of ancient beings, soaring through the skies with a presence that instills dread in the hearts of those who dare to gaze upon it. Its form is draped in dark, shimmering feathery tendrils that flicker like shadows against the night sky, blending seamlessly with the surrounding darkness.
Size | Large |
Type | Aberration |
CR | 10 |
XP | 10000 |
Languages | telepathy |
Armor Class | 17 |
HP Range | 100 - 250 (Avg: 175) |
Damage Vulnerabilities | Force, Radiant, Acid, Poison |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Eye Ray
Ahriman fires a ray from its central eye. The target must make a DC 16 Constitution saving throw, taking 4d10 psychic damage on a failed save, or half as much on a successful one.
Nightmare Call (Recharge 5-6)
Ahriman emits a terrifying call that echoes within the minds of its foes. All creatures within a 30-foot radius must make a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Wing Buffet
Ahriman can use its wings to create a powerful gust of wind. All creatures within a 15-foot radius must succeed on a DC 16 Strength saving throw or take 3d8 bludgeoning damage and be knocked prone.