Pazrael

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Each Abyssal lord is a single tanar'ri unlike any other, a unique creature with its own interests, strengths, and weaknesses. Most lords rule an entire layer of the Abyss, though the least among them fight for control of a layer with other lords. Their talent for leadership, control, and planning sets these lords apart from their followers; though they still rage in battle, their urge for destruction is better hidden than that of lesser tanar'ri. When they do vent their anger, the sight is awesome to behold.
Pazrael is a huge, vrocklike tanar'ri with gold and crimson feathered wings. Pazrael is dual-minded sometimes he is cool, controlled, and subtle, but he also has random outbursts of maniacal rage, when all that pleases him is grasping some sentient creature in his huge taloned feet and ripping it apart with his great beak.
In human terms, Pazrael has STR 19, DEX 19, CON 18, INT 19, WIS 19, CHA 18. He has been known to mate with harpies, humans, and vrock, and some of the resulting cambion are his ministers and spies throughout his layer of Torremor. Others have turned against their father and seek to wrest his realm from him, with little success.
==Combat==
Pazrael can use the following spell-like powers at will, one per round, at 20th level of magic use: call lightning, chain lightning (1/day), cloudkill, control weather, darkness 15-foot radius, death fog,
flesh to stone, fly, incendiary cloud (1/day), shape change, statue, stinking cloud, symbol (one each per day of death, hopelessness, and pain), tongues, weather summoning, and wind walk.
With a 70% chance for successful gating, Pazrael can gate 1d4+1 chasme (40% chance) or 1d4 vrock (60%) twice per day. Pazrael has infravision to 200 feet and can detect invisibility within 120 feet. In melee, he can attack twice per round with a huge, 7-foot-long two-handed sword +4 that inflicts 2d8+ 4 points of damage per hit to small or medium targets and 3d8+ 4 points to anything larger. Pazrael can also attack 3 times per round with beak and claws for 1d12/2d4 + 7 (x2) points of damage.
==Followers and Resources==
Though he rules an entire layer of the Abyss, Pazrael keeps few more possessions than he can carry. He is fond of jewelry made of rings and bracers of protection, and he always carries a set of at least six javelins of lightning.
Pazrael's symbol of rulership is called the Blinding Claw of Pazrael, an enormous roc's talon that has been embossed with gold and studded with rubies the size of vulture's eggs. The Claw has many powers, but only a few are known. Those that are include cause blindness, clairvoyance, and true seeing at will, meteor swarm, reverse gravity, and 'unholy word 1/day. Anyone touching it must make a saving throw versus polymorph to avoid changing into a vrock or chasme, and suffer full system shock consequences; tanar'ri are immune to this effect. The Claw can be "hung" in midair anywhere in the Abyss to provide a perch for its master.
In addition to the perch of the Blinding Claw, Pazrael has a number of perches, seats of rulership where he takes on new followers, elevates some tanar'ri to greater levels of power, and punishes others. When he is gone from any perch, he leaves a minister behind, though these are notoriously unreliable.
==Plots and Goals==
Pazrael is wary of Graz'zt and feels that the Lord of Shadows may have designs on Torremor, so Pazrael keeps tabs on what Graz'zt is doing is by sending his own fiends to spy in Graz'zt's domain. Conflicts between fiendish servitors of the two lords aren't uncommon. Pazrael also checks Graz'zt's activities in the Prime because his own nabassu grow strong marauding on the Prime. Unknown to Pazrael, Graz'zt is fully aware of this. Finally, Pazrael is eager to discover the secrets of malign magical items of all kinds, and his fiends are under standing orders to acquire them and learn all they can of their manufacture.
Category:NPCs
Category:Planes of Chaos NPCs