The Ravager, Father of Despair, The Sly One Greater Deity (17)
Symbol: Clenched Red Fist
Alignment: Chaotic Evil
Portfolio: Destruction, hate, malice, chaos, entropy
Worshippers: Barbarians, fighters, orcs, outlaws, entropians
Cleric Alignments: CE, CN, NE
Domains: Chaos, Darkness, Destruction, Evil, War
Favored Weapon: Morningstar

Azgorth was the second god to spring forth from Diben Maraud’s mind as he slept after first shaping the world. Ratando came into being just before him and their first actions were an attempt to kill the other. Since his birth, he has been a force for destruction and evil. He constantly plots to gain power and destroys anything that gets in his way. He has been a constant enemy to most of the other gods. He was Ratando’s main foe during the God-Wars and he once almost succeeded in deposing Diben Maraud through his deceptions.   Azgorth manifests as a huge being of indeterminate race with misshapen muscles and a twisted face. He wears armor made from the sewn together skins of his enemies and wields a morningstar with a head of gray metal studded with the teeth of his enemies.   Azgorth is worshipped by evil humanoids, crazed berserkers and those interested in increasing their personal power at any cost. He is supremely evil, his only concern is his own advancement. Towards this end, he is highly involved with his priests. A number of them are always carrying out his plans at any time.   Priests of Azgorth are dedicated to gathering personal power through any means necessary. Azgorth encourages competition, even murder, among his priests. He sees their machinations against each other as a good way of winnowing out the weak.  


Barbarian 30/Rogue 20
Large Outsider
Divine Rank: 17
Hit Dice: 20d8+240 (outsider) plus 30d12+360 (Barbarian) plus 20d6+240 (Rogue) plus (1480 hp)
Initiative: +13 (+13 Dex)
Speed: 80 ft.
AC: 79 (+13 Dex, +17 divine, +30 natural, +9 deflection)
Attacks*: +5 chaotic darkness fearful unholy morningstar, Melee: (+78/+73/+68/+63), Ranged: (+75/+70/+65/+60) *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: *Always does maximum damage (
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Divine immunities, DR 52/+4, fire resistance 37, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 17 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 49, divine aura (17 miles, DC 36).
Saves*: Fort +#, Ref +#, Will +#. *Always receives a 20 on saves.
Abilities: Str 42, Dex 37, Con 34, Int 31, Wis 24, Cha 29
*: *Always receives a 20 on checks.
Feats:   Divine Immunities: Ability damage, ability drain, acid, banishment, cold, death effects, disease, disintegration, electricity, energy drain, imprisonment, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Alter Reality, Alter Size, Annihilating Strike, Avatar, Divine Blast, Divine Celerity, Divine Dodge, Divine Fast Healing, Divine Rage, Divine Rogue, Divine Sneak Attack, Divine Storm, Frightful Presence, Hand of Death, Increased Damage Resistance, Instant Move, Irresistible Blows, Lay Curse, Life and Death, Mass Divine Blast, Mass Life and Death, Wave of Chaos
Domain Powers: You cast Chaos spells at +1 caster level. Free Blind-Fight feat. DR/day smite (Su). Declare before one attack; +4 to hit, + your level to damage. You cast Evil spells at +1 caster level. Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the deity's favored weapon. Spell-Like Abilities: Azgorth uses these abilities as a 27-level caster. The save DCs are 36+spell level. Protection From Law, Shatter, Magic Circle against Law, Chaos Hammer, Dispel Law, Animate Objects, Word of Chaos, Cloak of Chaos, Summon Monster IX (chaotic creatures) Obscuring Mist, Blindness/Deafness, Blacklight, Armor of Darkness, Summon Monster V (1d3 shadows), Prying Eyes, Nightmare, Power Word, Blind, Power Word, Kill Inflict Light Wounds, Shatter, Contagion, Inflict Critical Wounds, Circle of Doom, Harm, Disintegrate, Earthquake, Implosion Protection From Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Create Undead, Blasphemy, Unholy Aura, Summon Monster IX (evil creatures) Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word, Stun, Power Word, Blind, Power Word, Kill  

Other Divine Powers

As a greater deity, Azgorth automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He is immortal.   Senses: Azgorth can see, hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 miles of his worshippers, holy sites, objects, or any location where one of his titles or names was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing powers of deities of his rank or lower at up to two remote locations at once for 17 hours. Portfolio Sense: Azgorth senses all acts of destruction and hatred 17 weeks before it happens and retains the sensation for 17 weeks after the event occurs. Automatic Actions: Azgorth can use Climb, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, or Swim as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round. Create Magic Items: Azgorth can create magic weapons, armor and destructive items such as a horn of blasting. No maximum (including artifact).

Divine Domains

Death, War
Divine Classification
Chaotic Evil

Cover image: World of Wizard's Peak World Header by Gillian Galang


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