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AhrimanA giant pale yellow eye with two enormous wings and two tiny legs. Its eye constantly drips thick green ichor, and occasionally blinks. It inhabits mostly broken towers and castles or ruins.

Ahriman (CR 10)

XP 9,600
NE Large Aberration
Init +9; Senses Darkvision 60 ft., low-light vision; Perception +17

DEFENSE

AC 24, touch 15, flat-footed 19 (+5 Dex, -1 size, +1 dodge, +10 natural)
hp 110 [156] (13d8+52)
Fort +8, Ref +9, Will +9
Immune Blind, Doom, and Sleep status effects

OFFENSE

Speed 25 ft.; Fly 60 ft. (good)
Melee Bite +10 (1d10+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Bewitching Gaze, Confusing Glare, Critical Attack, Curse Gaze, Umbral Storm

STATISTICS

Str 15, Dex 21, Con 19, Int 10, Wis 12, Cha 18
Base Atk +9; CMB +12; CMD 27
Feats Dodge, Furious Focus, Improved Initiative, Improved Natural Attack (Bite), Mobility, Power Attack, Skill Focus (Perception)
Skills Fly +21, Perception +17
Language Infernal, Abyssal

SPECIAL ABILITIES

Bewitching Gaze (Su)

Once every 1d2+1 rounds, an ahriman can unleash an overwhelming gaze at a target within 50 feet, inflicting many status effects. The target must make a Fortitude save (DC 20) per each status affect or be inflicted with Blind, Silence, Immobilize, and Disable for 1d4 rounds each as well as Petrification. Blue mages may learn this ability as a 6th level spell (Knowledge: Dungeoneering DC 27).

Confusing Glare (Su)

Once every 1d2+1 rounds, an ahriman can unleash a mind-affecting gaze against a group of targets within 30-ft.-cone. The targets must make a Will save (DC 20) or be inflicted with Confuse status for 1d4 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Dungeoneering DC 27).

Critical Attack (Ex)

Once every 1d2 rounds as a standard action, the ahriman can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d10+3 x 1.5 for total damage.

Curse Gaze (Su)

An ahriman gazes a dark eerie look into the eyes of their opponent within 60 feet. The target must make a Will save (DC 20) or be inflicted with the Curse status effect for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Dungeoneering DC 21).

Roulette (Su)

1/day, Ahriman summons a hand of death that cycles through your allies, yourself, and your foes alike. Choose a creature within 60 feet at random, that creature dies. This spell cannot be reflected back at the caster. Everyone’s numbers must be decided before you make the roll. Roll a die based on the size of the group within the radius and if it happens on fall upon their number, that target dies. If the number happens to be in between two picked numbers, flip a coin to determines who dies. Blue mages may learn this ability as a 9th level spell (Knowledge: Dungeoneering DC 33).

Umbral Storm (Su)

An ahriman can unleash a blinding lightning burst against a group of targets within 50 feet in a 20-ft.-radius burst. Creatures within the area of effect take 8d6 points of lightning damage and are inflicted with the Blind status for 1d4+1 rounds. A successful Reflex (DC 20) halves the damage and negates the status effect. Blue mages may learn this ability as a 4th level spell (Knowledge: Dungeoneering DC 23).