The skill of Ultima, the Violet Primordial and one of the first seven demons ever created. This skill grants the authority to control poisons and other corrosive toxins giving the creature the following abilities:
- Thought Acceleration. You have advantage on attack rolls, ability checks, and saving throws. Creatures have disadvantage against attacking you.
- Universal Sense. You gain a truesight of 120 feet and can sense magic as if it was the detect magic spell to the same range. In addition, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
- Demon Lords Haki. As a bonus action, all creatures of your choice within 120 feet of you must make a Wisdom saving throw or be frightened until the end of their next turn. Any creature below 25 hit points that fails this save is reduced to 0 hit points.
- Space-Time Manipulation. You can cast teleport and plane shift at will, requiring no spell components.
- Multi-Dimensional Barrier. You are unaffected by spells of 6th level or lower, unless you wish to be.
- Weakness Identification. You can use a bonus action to gaze at one creature within 60 feet of you. You learn that creatures weaknesses, resistances, and immunity to damage and conditions.
- Death Poison Refining. Damage from your attacks ignores immunity and/or resistance to poison damage. In addition; as an action, you can create on dose or a kind of poison that you have seen within 30 feet of you. It lasts for 1 minute or until it deals damage.
- Death Poison. You heal off any acid, poison, or necrotic damage you come into contact with. In addition, all your attacks deal an additional 3d12 poison damage.
- World of Annihilation. Once a long rest; as an action, you can send out a pulse of death in a 120-foot radius around you. All creatures of your choice in that area that are below 100 hit points and/or are of a CR 10 or less are reduced to 0 hit points and die. All creatures above 100 hit or above CR 10 must pass a Constitution saving throw, taking 10d10 poison damage and are poisoned on a failed save. On a success, the creature takes half damage and is not poisoned. A poisoned creature may remake this save at the end of each of its turns, ending the poisoned effect on a success.
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