Azathoth
Azatoth is one of the highest ranking demons, a Grand Duke of all Neter-Kheret Primus Rhiki of the Celestial Planes, and is thought to be among the strongest of demon-kind. He is known to be a patron of battles, eater of souls, and one of the incarnations of death. What is known of Azatoth through out all major lores and religions is that he is said to be a part of the Great Trinity (Azatoth, Ulduzar, and Tirimizat) and is known to command forty legions of demons and other spirits. While he weilds great power is one of the lessor threats to mortal kind as far as physical danger. He is fond of manipulation, charms and corruption that is intellectual in nature. He is quick to help mortal kind to gain knowledge it is known that many turn to him in need of assistance, but this always come with price and often is part of a greater agenda that Azatoth is stoking.
Azatoth is depicted as a gigantic dragon humanoid with three heads, powerful horned wings, and a long thick tail. Some believe that he is worshipped by evil dragons that petition him for information. Other accounts describe him as having long golden hair, extremely tall and being surrounded by a mist of white and gold. It is known that Azatoth resides within the depths of Prax Dyn.
(MP: 25890) (Legendary) 40th Rank - Evil (Gigantic)
Health Points: 750
Attack Skill:385 Initiative: 45/40/35
Attacks: Claw (10) Bite (15) Tail (20); +31 Str Dmg
Armor: Demonic Hide (Heavy Armor) 150; +15 Armor Absorb vs. Bludgeoning; +10 Armor Absorb vs. Slashing; Weapons cannot Ignore Armor; Immune to Tiny or Small Weapon Damage; 75% Magic Resistance
Physical Defense: 206 Magical Defense: 229
Divine Defense: 215 Jinhu Defense: 213
Move: 60’ Luck Points: 17 Vision: Perfect Nightvision
Attributes: Str: 207 (31) Sta: 205 (31) Agi: 119 (13) Per: 118 (13)
Int: 140 (18) Wits: 141 (18) Will: 140 (18) Cha: 132 (16)
Skills
Alertness 215, Convince 218, Climb 214, Evade 214, Feint 215, Healing 219, Information Gathering 217, Intimidation 218, Languages 218, Search 215, Skepticism 215, Spellcraft 219, Stealth 214, Swimming 231, Survival 217, Track 219
Special Abilities
Ability Drain When successfully damaging a target, Azatoth can cause an ability of the target to stop functioning for 10 days. This can be avoided by the target with a successful Willpower check at a TS 8. This is a curse effect.
Antimagic Field Three times per day as a Basic Action Azatoth can create an antimagic field in a 50’ radius around itself for 2d10 turns. This field suppresses any spell or magical effect used, brought into or cast into or through the area of effect. Magical effects include magical items, the ability to cast spells, or use of abilities that grant magical use (such as Innate Spells). The effects of the field have no effect on Azatoth , or creatures of the same type, that is manifesting this ability.
Area Drain Once per turn as a Basic Action Azatoth may cause all targets, other than creatures of the same type, that is within 20’ of the creature to make a Willpower check at TS of 10. Those that fail this check lose 25 Strength, Perception, and Agility. The creature can cannot target the same targets in a single encounter, unless that target failed its Willpower check originally. This is a negative energy type.
Assume Form Four times per day for 4 hours Azatoth has the ability to change its physical appearance, including species, height, weight, and age. Azatoth can assume any form that it knows. This only replicates the physical appearance of the target creature. Moving from 1 form to another form takes 5 turns. Those viewing the altered creature are allowed a Wits check based on familiarity: No Familiarity - TS 10; Some Familiarity - TS 8; Familiarity - TS 6; Very Familiar - 4.
Astral Escape Three times per day as a Move Action Azatoth can escape into the Terra Astrea for to 2 turns. Here they can move normally, appearing to pass through objects in the normal world. Azatoth appears as spectral shape of itself in the Terra Prima.
Blight Wound Whenever the creature damages a living creature with a natural attack, the wound erupts with cold, black fire. The target is granted a Stamina check at a TS of 8. Those that fail will take 10d10 points of Strength damage every 5 turns for d10+2 turns. A target cannot be affected by more than one instance of this ability at a time. This is a negative energy type.
Breath Weapon (Fire:Line): Once per turn Azatoth is able to breath a line of fire that deals 180 points of damage. Those that are targeted gain an Agility check at a TS of 8 to dodge the attack. In addition, anything that is hit with the fire will burn for 3d10+5 turn(s) and take 25 points of damage every turn until put out or the item is burnt out. Only non-metal items can be burned.
Breath Weapon (Heat:Cone): Once per turn Azatoth is able to breath out a blistering cone of heat that deals 120 points of damage. Those that are targeted gain a Stamina check at a TS of 8 to withstand the heat. Those that fail are caught in the cone of heat. This attack ignores all armor.
Breath Weapon (Molten Blast: Cloud): Once per turn Azatoth is able to breathe out hundreds of tiny molten spheres that explode into fire upon contact of a target. This breath weapon deals 180 points of damage. Those that are targeted gain an Agility check at a TS of 8 to dodge the attack. Those fail take an additional 50 points of fire damage. This attack ignores all armor.
Cause Greater Fear Any being, other than creatures of the same type (demon), that is within 30’ of Azatoth must make a Willpower check at a TS of 8. Those that fail are Frightened. Defense needs to only be made once per encounter with Azatoth . This is a charm effect.
Deform With a successful attack or touch attack Azatoth can cause the target to become painfully malformed. The target is granted a Stamina check at a TS of 8 those that fail will suffer excruciating pain for 2d10 turns and take 10d10+25 points of Fatigue Damage per turn, their movement is reduced by 10' (to a minimum of 1' of movement per turn) lose 5 points of Agility and Charisma points per turn that must be healed or return naturally over time.
Divine Disruption Whenever Azatoth damages a target that has the ability to cast divine magic, that target must make a Charisma check at a TS of 8 or be unable to cast any divine spells for 1 hour and be rendered stunned.
Enfeeblement As a Basic Action three times per day Azatoth is able to cause 1 target within 30’ radius to make a Willpower check at a TS of 6, failure causes the target to suffer -10 to every skill for 5d10+10 turn(s). This is curse effect type.
Fiery Blood Azatoth's blood is incredibly hot. Anytime that Azatoth is dealt more than 50 points of damage per attack some of the blood from the demon lord lands on the attacker and does 62 points of damage to the attacker. This fire blood ignores armor and will continue to do 15 health damage every turn for 10 turns. This is fire energy type.
Immunity to (Critical Hits) Azatoth is immune to certain types of attacks/abilities. Those attacks/abilities to which a creature is immune have no effect on the creature.
Innate Spells (Spells) Each of the castings have 25 total successes. Azatoth can call upon the use of each of these spells twice per day.
Multiple Initiative Azatoth gains an additional full turn. This turn takes place its initiative.
Planar Traveler As a Move Action vis able to instantly travel to and from another plane of existence.
Summon Creature Three times per day as a Simple Action Azatoth is able to use the spell summon planar creature as an innate ability. When Azatoth uses this ability it has a 95% chance that the summoning worked and will be able to summon up to 14 creatures.
Trample As a Simple Action Azatoth is able to trample attack a target that is smaller than it is and are right in front it. Azatoth must make a Strength check, targets are allowed an opposed Agility. If it is successful Azatoth causes +31d10+5 points in trample damage for the attack
Unholy Presence Any being of Azatoth's choice, that is within 30’ rad. of him must make a Willpower check at a TS of 12. Those that fail are Frightened. Defense needs to only be made once per encounter with Azatoth. This is a charm effect.