| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 26 | +8 | +8 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 30 | +10 | +10 |
| WIS | 28 | +9 | +9 |
| CHA | 22 | +6 | +6 |
Legendary Resistance (2/Day). If Azuth, The God of Spells fails a saving roll, he can choose to succeed instead.
Spellcasting. Azuth, The God of Spells is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +19 to hit with spell attacks). Azuth, The God of Spells has all wizard spells (5e24) learned and prepared (except Wish, Simulacrum, and Shapechange). Instead of its normal duration, the spell lasts only for as long as Azuth is in the presence of the target or any other creatures observing the spell. All damage, conditions, or other effects end once Azuth is no longer in their presence, or when he chooses to end it as a bonus action.
- Cantrips (at will)
- 1st Level (4 slots)
- 2nd Level (4 slots)
- 3rd Level (3 slots)
- 4th Level (3 slots)
- 5th Level (3 slots)
- 6th Level (2 slots)
- 7th Level (2 slots)
- 8th Level (1 slot)
- 9th Level (1 slot)
Arcane Protection. Azuth, The God of Spells is permanently under the effects of Mage Armor and Shield as long as he is conscious.
Godmind. Azuth, The God of Spells may concentrate on up to three different spells at once, and cannot lose concentration upon taking damage.
Mystical Resourcefulness. Azuth, The God of Spells does not need material components for any spell that has a listed cost.
Pyramid Form. Azuth can shapechange at will into a 20 feet (6.1 meters) tall pyramid shape with no apparent eyes or mouths covered in glittering, pulsing lights. Despite this lack of sensory features or apparent means of mobility, he was perfectly capable of sight, speech, spellcasting, and gliding through the air. This action can also be cast as a bonus action and dismissed as a bonus action. While in this form, Azuth gives any ally within 10 meters, 20d4 temporary hit points (once per adventurer).
Attack of Old Staff. Azuth makes two attacks with his staff. Melee Weapon Attack: +19 to hit, reach 5 ft., 1 target. Hit: (11d8 + 10) slashing damage plus (12d6) damage of any chosen type (must declare type before rolling for damage).
Arcana Teleport (1/short rest). Azuth can teleport along with any equipment he is wearing or carrying (up to 100 lbs) to any location within a 100 feet radius.
Font of Magic. As a bonus action, Azuth, The God of Spells, can touch another willing creature (not himself) and recover an expended slot of level 4 or lower.
Spellwoven Reflexes. Azuth, The God of Spells has reflexes that are honed by magic, granting him a 1d4 chance (1-2 fail, 3-4 succeed) in taking half damage from melee attacks.
Dimensional Escape (1/day). After Azuth, The God of Spells receives damage after he has been bloodied (half his remaining hit points), he can choose to exit to his own personal pocket dimension that lasts until his next turn. Azuth regenerates 8d8 hit points during this time. Azuth must return to the same location, but if it is occupied, both Azuth and the occupying creature will take 18d8 force damage.
Azuth, The God of Spells can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Azuth, The God of Spells regains spent legendary actions at the start of his turn.
Steps of the Arcane (Costs 1 Action). Azuth, The God of Spells can cast Misty Step as an Extra Action before or after (indicate when) their Action has been performed without consuming a spell slot.
Managed Chaos (Costs 2 Actions - 2/Day). Azuth, The God of Spells unleashes a zone enchantment spell within a 40 feet cube area that he can see within 60 feet. Any creature that makes a melee or ranged attack within this area will need to make a roll on the Wild Magic Surge table and substitute the result instead of their attack. This zone enchantment spell lasts 1d4 rounds.
Cosmic Rift (Costs 3 Actions - 1/Day). Azuth, The God of Spells tears open a rift to the fabric of the cosmos, unleashing a cosmic rift that acts as a vacuum. A 30 foot radius rectangle centered on the point that Azuth can see within 120 feet suddenly erupts with cosmic energy. Creatures in the area must make a DC 15 CON save roll or take 17d10 radiant damage and 17d10 force damage and pulls all creatures towards its center by 15 feet each round. Any creature that ends its turn in the center takes an additional 17d10 bludgeoning damage. Any successful save takes half damage.
One Body. An infernal contract with the Asmodeus, the Devil in the past where Azuth once helped and outwitted the Devil has withstood the test of time and comes to Azuth's aid in a time of dire need. If Azuth's hp were to fall to 0 or below, he can choose to switch hp with Asmodeus to prevent himself from being unconscious. Azuth does not have to ask for or inform Asmodeus of this ability, nor Asmodeus reverse this condition via magical means. Once Asmodeus' hp is 0, he immediately unleashes his True Form and/or falls unconscious.
Connection to the Weave. Part of Azuth's power is the ability to bestow a limited number of spells for immediate use even without a spellbook to a non-spellcaster creature for up to 1d4 hours. Azuth can bestow one willing creature per day access to Level 1 and Level 2 wizard spells (3 slots each).
Description
Azuth is a large humanoid creature that is 10 feet (3 meters) tall, and he was generally depicted as a white-haired, bearded, vigorous old man garbed in gray silk robes (and never wearing a hat). Azuth wielded the Old Staff, an ancient, divine artifact taking the form of a long, wooden, iron-shod staff about one and a half times taller than himself. It was inscribed with all manner of sigils and runes and topped with a large gemstone known as the Spirit Stone or Donjon of Facets atop it, varyingly noted as being a cabochon-cut topaz or a blue sapphire.
Lair and Lair Actions
In the Great Wheel cosmology, Azuth the Realm lay on the layer of Buxenus in the plane of Arcadia. It was an expansive cavern that could only be accessed by entering through the side of a hill in Buxenus and has its own sky. This was protected by a glamor only those with a wizardly bent could see through, although they could guide others through it as well. This entrance led to a winding staircase which led further down until the whole cavern became visible.
Lair Actions
On initiative count 20 (losing initiative ties), Azuth, The God of Spells takes a lair action to cause one of the following effects; the Azuth can’t use the same effect two rounds in a row:
- Nebula Veil - Azuth summons a swirling cloud of starry mist to obscure himself and his allies. A shimmering 30-foot radius sphere of starlight centered on Azuth appears, heavily obscuring the area for everyone except Azuth and his allies. The veil lasts until the start of Azuth's next turn or until he chooses to dismiss it. While inside the veil, Azuth and all his allies gain resistance to all magical and non-magical damage.
- Mana Battery - While in Buxenus and his own realm, Azuth gains the power to recover mana at an immense pace. He can recover 1 spell slot of level 2 or lower within the end of the round.
Previous Versions
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2/9/2025 9:53:25 AM
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2/9/2025 3:45:28 PM
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