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Azelf

Azelf is a small, gray-blue, fairy-like Pokémon. It has two tails that each have a red jewel on them. Azelf has a partially cyan face with another red gem encrusted into its forehead. Azelf has a cone-shaped head with elf ear-like protrusions on each side.   Azelf's spirit can leave its body without dying and can return to the body at will. It sleeps at the bottom of a lake to preserve the balance of the world. It can control an individual's will or enter the body of an individual. Legends say that if Azelf is harmed, it can cause humans to lose all will inside of them, making them completely immobile for all eternity. Azelf is highly feared due it having the power to manipulate the will of foes into its own puppets. It was shown that it can teleport itself, as well as other Pokémon and humans. Azelf can be very cautious around people and Pokémon. However, if threatened, it will reveal its bold side. In the past, it has been referred to as the "Being of Willpower" due to its role in giving humans the determination to face challenges in life. Alongside the other lake guardians, Mesprit is needed for the creation of a Red Chain. Either through gems extracted from its body or through its fang. Together they're also capable of destroying a Red Chain. They even have the power to calm down Dialga and Palkia should the deities be enraged, but not both at once. Azelf is capable of speaking the human language via telepathy.  

Azelf

Known as “The Being of Willpower.” It sleeps at the bottom of a lake to keep the world in balance.


Armor Class16
Hit Points 20d12+2
Speed25 ft., Walking40 ft., Flying
Strength14 (+2)
Dexterity16 (+3)
Constitution17 (+3)
Intelligence18 (+4)
Wisdom28 (+9)
Charisma16 (+3)
Damage VulnerabilitiesBugDarkGhost
Damage ResistancesFightingPsychic
Saving ThrowsWisdom d20+9 Dexterity d20+3
SkillsInsight d20+9 Arcana d20+4 Persuasion d20+3
Intimidation d20+3 History d20+4
LanguagesCommon (Telepathy)
SensesDarkvision 60 ft.Truesight 50 ft.
Challenge15 (13,000 XP)
Special 1LevitateAzelf is immune to Ground-type moves.
Action 1ConfusionRange AttackRange 30 ft., one target
d20+9 to hitHit: 1d6+9 Psychic-type damageAzelf attacks a target it can see within range with a weak telekinetic force.The target must succeed on a DC 19 WIS saving throw or become confused.
Action 2RestSelfAzelf falls asleep, which fully restores its HP and cures all existing conditions.
Azelf wakes up at the start of its turn two rounds later.
Action 3ImprisonSelf/Range AttackRange 40 ft., all targets
Azelf attempts to steal moves it knows away from targetsEach target within range must succeed on a DC 19 WIS saving throwor it will be unable to use any moves while it remains in battle.
Action 4DetectSelfAzilf guards itself from damage until the start of its next turn.
The next time Azilf is targeted with a hostile moveit does nothing and detect ends immediately.This move can’t be used consecutively.
Action 5SwiftRanged AttackRange 120 ft., all targets
d20+3 to hitHit: 1d4+3 Normal-type damageAzelf creates three star-shaped raysand fires them at a targets it can see within range.
This attack never missesAzelf can aim each start at one target or several.
Action 6UproarSelf/Melee AttackRange 5 ft., one target
d20+3 to hitHit: 6d6+3 Normal-type damageAzelf creates an uproar for three turns.During it, no target is able to fall asleep.
And Azelf can only use its action to attack a target it can see within range.The move ends early if you don’t attack or you miss.When uproar first starts, all sleeping targets are woken up.
Action 7Future SightRange AttackRange 60 ft., one target
d20+9 to hitHit: 8d10+9 Psychic-type damageAzelf chooses a target it can see within range.Azelf blasts it with a hunk of psychic energy.

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