Mazdamundi

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==Summary==
Mazdamundi, Lord of the Solar-City is the oldest and most powerful living Slann Mage-Priest and the current ruler of Hexoatl, the City of the Sun.
At the Dawn of Creation, Lord Mazdamundi was instructed by Lord Kroak, making Mazdamundi his successor. With a mind unfathomable to others, Mazdamundi is obstinate in his ways and will not be deterred from what he has decided. After many interruptions of his contemplations, at last the great Mazdamundi has fully bestirred himself, shaking off the lethargy that has afflicted so many of his kind. In the last few centuries he has become the most proactive of all the Slann.
The Lord of the Solar-City will levitate his palanquin-throne atop a large Stegadon, a colossal beast named Zlaaq. Zlaaq has served Mazdamundi for almost five hundred years. Once atop his mount, Mazdamundi will march at the head of the armies of Hexoatl. With a flick of his wrist, Mazdamundi has smashed cities and doomed armies. His Great Purpose does not allow for mercy. Lord Mazdamundi has studied the lost plaques, including those found most recently, more than any other Mage-Priest. His epiphany is: the Lizardmen have failed to accomplish the first of the Old Ones’ decrees — the extermination of lesser races not a part of the Great Plan. Mazdamundi believes it is pointless to divine the next stage of the Great Plan until the first is complete; to do so would only invite further error.
==Powers and Stats==
Tier: physically, with Zlaaq; up to with Aethyr Manipulation
Name: Mazdamundi
Origin: Warhammer Fantasy
Gender: Male
Age: Around 12,500
Classification: The Lord of the Solar City, Second Generation Slaan
Powers and Abilities: 
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*Aethyr Manipulation (Mazdamundi is far and away the foremost user of Aethyr Manipulation in Warhammer Fantasy behind his teacher. Specialises in Geomancy which allows him to alter any Landscape to his will but as a Slaan he is able to perform every spell, from every lore in the settingLizardmen Armybook: 8th edition page 53)
*Limited Nonexistent Physiology (Type 2; all aspects) & Abstract Existence (Type 1) & Acausality (Type 4, possibly type 5) & Nonduality (Type 2) (A part of all beings' mind and soul in Warhammer is made out of Aethyr and exists in the Realm of ChaosRealm of Sorcery, A Grim World of Perilous Adventure: page 16, providing them with the same properties above and resides Low 1-A range away at minimum. In fact untill a Mortal dies, even the Chaos Gods themselves cannot locate their souls desipite being in their realmLiber CHaotica: Liber Slaanesh.),
*Immortality (Type 1, likely 3, 5 and 8; While Slaan cannot reproduce, they do live forever. Comparable to his teacher Lord Kroak and other first generation Slaan who after their 'Death' still exist as a disembodied consciousness, that can still affect the world around them and won't fully die until their mind is destroyedLizardmen Armybook: 6th edition page 23. Slaan can reconstitute their physical bodies from their spiritual form/stateLizardmen Armybook: 6th edition page 61)
*Regeneration (likely Low-Godly; Slaan can reconstitute their physical body as long as their mind continues to exist as it does in a disembodied state)
*Genius Intelligence (Slaan possess truly immense consciousnesses. Capable of devoting separate parts of their brain to performing different tasks. Mazdamundi uses this to fight and calculate the trajectory of hundreds of thousands of pieces of Warpstone that where raining down to the EarthEnd Times Thanquol)
*Spatial Manipulation & Teleportation (Can fold space with his mind to move instantly from one location to another)
*Natural Weaponry & Large Size (Type 0; Mazdamundi's Palaquin rides upon the mighty Steggadon Zlaaq who stands as the largest of it's kind. Vastly larger and longer then Carnosaurs that are 30 feet in length and 2 stories tall. Steggadon's possess formidable scales and horns to gore it's opponentsLizardmen 8th Edition Armybook: Page 44)
*Forcefield Creation (Slaan Palaquins erect formidable forcefields around them that is comparable in durability to their attack potencyLizardmen 8th Edition Armybook: Page 31)
*Mind Manipulation (Looking into the eyes of a Slaan causes one to completely lose sense of who and what they areThe Burning Shore by Robert Earl)
*Dimensional Travel (Non combat applicable but a Slaan can send their spirit 'Soaring through Dimensions' while they are meditating)
*Enhanced Senses & Precognition (Slaan perceive the world in 4-D geometrical shapes. The mind of Mazdamundi can perceive the strands of fate within the Skein to determine whcih are being manipulated and which are moving on their own accord. Posesses Witchsight, which allows a user to see the entire world even without their eyes, perceiving with perfect clarity the souls, thoughts, and intentions of all living beings around themTome of Corruption: Realm of Sorcery 2nd edition RPG Supplement)
*Sealing (Vastly more powerful then Mages that can seal enormous spaces outside of Time and Space all together in a pocket of MagicVan Horstman: Chapter 17)
*Telekinesis (Mazdamundi utilises his enormous mind to mentally batter objects and enemys)
*Power Nullification & Instinctive Reaction (The Slaan where able to globally dampen the strength of the Magic of the Grey Seers until the point of the End Times. Incredibly skilled in Counterspells and Magical Wards which nullify magical abilities. The Cobra Mace has a sentience of its own and it will lash out and bite an opponents magical weaponry, destroying it completely)
*Geomancy & BFR & Power Bestowal (Capable of using Geomancy to tear enormous rents in the earth that swallow entire armies as he seals them shut. Mazdamundi once raised an entire sentient mountain range to allow his army to escape some Dark ElvesLizardmen Armybook 8th Edition: Page 22)
*Empathic Manipulation & Light Manipulation (The Sunburst Standard of Hexoatl emits a blinding radiance that inspires his allies and blinds his opponents)
*Matter Manipulation & Plasma Manipulation (above Teclis who can dissasemble his enemies by their atoms and bathe them in molten PlasmaGiantslayer: Page 22)
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*Radiation Manipulation & Mind Manipulation & Madness Manipulation & Corruption & Transmutation (Vastly resistant to the affects of Warpstone radiation which seared his fellow Slaan's minds out of existence. Was pummeled by waves of this energy during his defense of Itza as it radiated off Morslieb)
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Attack Potency: Below Average Human level (Slaan move very rarely and most can barely move at all), Multi-City Block level with Zlaaq (Stegadons are truly enormous and dangerous predators and would be comparable to this feat); Varies up to Moon level with Aethyr Manipulation (Mazdamundi is the greatest living practioner of Magic in the setting and would scale above the magical energy required to perform this feat) 
Speed: Immobile Slaan do not move from their Palaquins as they are unable too without assistance), Relatavistic reaction speed (Mages can react too and counter spells from the Lore of Hysh which are formed out of Light)
Lifting Strength: Class E with Magic (Capable of momentarily stopping and bearing the weight of the entire moon Morslieb with his mind)
Striking Strength: Below Average Human level physically, Moon level with Magic
Durability: Below Average Human level physically (Slaan are exceptionally easy to kill physically), Multi-City Block level with Zlaaq (The largest Stegadon of all time. Its durability would be the same or higher then it's attack potency as it is covered in thick and dense scales)
Stamina: Below Average physically. Slaan can contain an exceptional amount of magical energy within them, which allows them to continuously cast spells which would normally wither even the most potent mages instantly
Range: At least Stellar (Lesser Skinks can 'Walk the cosmos' with their minds and meteors down from space)
Standard Equipment: The Cobra Mace, The Sunburst Standard of Hexcoatl, His Steggadon Zlaaq, a Gourd of Itxi Grubs he can use to replenish his magical power.
Intelligence: Likely Extroadinary Genius. Slaan possess truly prodigious intellects. Was personally taught the Winds of Magic by Lord Kroak at a young age. Their consciousness is so large that it tends to live on past the death of their physical bodies. The Slaan where genetically designed by the Old Ones to be the ultimate enemy to the Chaos Gods. Can perform complex calculations and fight at the same time by paritioning parts of his mind to different tasks. Possesses unparalleled knowledge on Magic compared to the Elves who themselves are so vastly above humans that they are akin to children.
Weaknesses: None notable. His mind must be affected or destroyed to fully defeat him.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:Warhammer Fantasy
Category:Fantasy Characters