Zargon

==Summary==
The original ruler of the Nine Hells, Zargon was the ruler of the original inhabitants of that plane. Then Asmodeus and his angelic legion came down and destroyed his people. Fighting Asmodeus in one on one combat, Zargon was eventually defeated and was thrown to a world in the material plane. Resting and regenerating for millennia, Zargon eventually reformed and destroyed a local civilization. Drawing the ire of their Gods after killing their champion, Zargon fought and defeated them in combat. But this battle drew the attention of Asmodeus who went to fight Zargon for a second time. As before he defeated the ancient evil and imprisoned his horn into a stone statue.
==Power and Stats==
Tier: At least , possibly 
Name: Zargon the Returner, the Invincible Tyrant
Origin: Dungeons and Dragons
Gender: Male
Age: At least thousands of years old, likely millions or billions of years old
Classification: Elder Evil, Baatorian
Powers and Abilities: Large Size (Type 0, 30 feet in height), Immortality (Type 1, 2, 3, 4, and 8; his horn must be destroyed for him to permanently die), Regeneration (High-Mid), Abstract Existence (Type 1, Outsiders are purely abstract representations of concepts), Magic, Non-Physical Interaction, Electricity Manipulation, Earth Manipulation, Creation (Can create slimes), Summoning, Decay (Can rapidly age and destroy non-living material with Miasma of Entropy), Acid Manipulation, Mind Manipulation, Truesight (Lets him see through illusions, natural and magical illusions, know the original form of shapeshifters, and see souls and concepts), Omnilingualism, Weather Manipulation, Power Bestowal (Can grant Warlocks their powers), Malefic properties (As an Elder Evil, Zargon can nullify divine magic and can cripple Gods despite being much weaker than they are). Resistances to the following: Shapeshifting, Magic, Statistics Reduction, Power Nullification, Ice Manipulation, Fire Manipulation, Disease Manipulation, Poison Manipulation, Death Manipulation, and Mind Manipulation
Attack Potency: Small Country level+, possibly Country level (Comparable to Father Llymic, who dropped global temperatures by ten degrees merely by being released)
Speed: At least FTL (Superior to those who can dodge light based attacks and react to solar beams), with FTL+ reaction speed (Can tag people with the Great Cat's Dodge ability)
Lifting Strength: At least Class K (Can push at least 232 metric tons and lift at least 46 metric tons)
Striking Strength: At least Small Country level+, possibly Country level
Durability: Small Country level+, possibly Country level. His horn is at least Low Multiverse level (Asmodeus in his Archdevil form is incapable of destroying the horn)
Stamina: Superhuman (Fought for seven days and seven nights against Zankar and then fought multiple Gods right after. Regeneration makes him difficult to kill)
Range: Extended Melee Range due to size, Varies from Several Meters to Kilometres with various spells. Hundreds of Kilometers with Malefic properties. Planetary with Eerie Weather
Intelligence: At least Extraordinary Genius, directly comparable in intellect to the likes of the Elder Brain
Weaknesses: If its horn is removed Zargon loses his regeneration abilities. His horn can be destroyed if tossed into a volcanic crater called the Eye of Zargon
Notable Attacks and Techniques
True Seeing (Su): As the true seeing spell; continuous
Tongues (Su): As the tongues spell; continuous
Regeneration (Ex): Cold and fire deal normal damage to Zargon. If Zargon loses a limb or body part it grows back in 1 minute. The creature can reattach the severed member instantly by holding it to the stump.
Constrict (Ex): Zargon deals 2d6+20 points of damage with a successful grapple check, in addition to damage from its tentacle attack.
Improved Grab (Ex): To use this ability, Zargon must hit an opponent of up to Huge size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. It receives a +2 bonus on the grapple check for each tentacle that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time.
Slime (Ex): Creatures damaged by Zargon’s bite attack must succeed on a DC 30 Fortitude save or become polluted with slime. Each day, the victim must succeed on another save or take 1d6 points of Constitution, Intelligence, and Charisma damage. Victims reduced to Constitution 0 collapse into a puddle of foul slime, dead. Those reduced to Intelligence 0 or Charisma 0 become whelps of Zargon. They retain none of their previous abilities. A remove disease or heal spell removes the effect.
Divine Enervation (Su): All divine spellcasters lose the ability to regain spells so long as they remain within 100 miles of Zargon. This interdiction does not interfere with spellcasting.
Spew Slime (Ex): Once every 5 rounds, Zargon spews a 60-foot cone of brown slime as a swift action. All living creatures within the area take 10d6 points of acid damage (Reflex DC 30 half). Creatures damaged must succeed on DC 30 Fortitude saves or become polluted (see above).
Summon Ooze (Sp): Automatically summon 1d4+1 corruptures 3/day; caster level 18th. This ability is the equivalent of an 8th-level spell.
Horn (Ex): Zargon’s horn grants him regeneration 50 and a +6 resistance bonus on saving throws. Removing the horn requires a touch attack followed by a DC 39 Strength check, and doing so makes Zargon lose its benefits. The horn “regrows” Zargon after 1d4 days. The horn is destroyed if it is dropped into the Eye of Zargon, far below in the lost city, within one day of Zargon’s death.
Anathematic Secrecy (Su): Zargon is immune to all divine divination spell effects.
Nondetection (Su): As the nondetection spell; continuous
Spell-Like Abilities
===At will===
*Freedom of Movement
*Magic Circle against Good
*Rusting Grasp
*Transmute Rock to Mud
===3/day===
*Lightning Bolt
*Miasma of Entropy
*Slime Wave
===1/day===
*Acid Fog
*Mind Fog
Sign: Eerie Weather
The worship of Zargon causes unrest among the gods, which is made manifest with strange weather.
Faint: Eerie weather occurs once every 2 weeks and affects an area of 2d20 square miles in a place of your choosing. The effects last for 1d4+1 hours.
Moderate: Eerie weather occurs once a week and affects an area of 2d100 square miles. The effects last for 1d8+2 hours.
Strong: Eerie weather occurs once a day and affects an entire continent or large surface of the planet. The effects last for 1d12+4 hours.
Overwhelming: Eerie weather occurs once an hour and affects the entire world. The effects last for 1d3 hours (because the duration can be longer than the frequency, the effects often overlap).
Each time eerie weather occurs, consult the following table and roll d100 twice to determine the exact effect. See Weather,
Note: As an Elder Evil Zargon possess a special ability called Malefic properties which allows him to weaken Divine beings, effect them with his powers, and nullify their powers. The strongest people he can effect is on the 2-A scale. 
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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