St. Kargoth the Betrayer

==Summary==
St. Kargoth the Betrayer was the first Death Knight created on Oerth, having been born centuries in the past due to the vile feelings that had arisen inside his chest. Lord Kargoth (as he had been known before his transformation) was one of the most powerful knights of the Great Kingdom, before its fall, and had been told his ascension to Knight Commander of his Order was essentially guaranteed. So it was that when the news arrived that a younger knight was instead chosen that Sir Kargoth challenged the man to a duel in contempt, ultimately losing via stalemate. Enraged, Kargoth left the Order behind and wandered the countryside for days, as if entranced, before coming upon a set of unknown ruins. 
Within these ruins, Knight Kargoth would encounter a demon known to him as Ahmon-Ibor. In this encounter, Kargoth spent the night listening to the whisperings of the demon, and by the end of the night was seduced by the promises of power made to him. Ahmon-Ibor ripped out Kargoth's eyes, transforming him into the first Death Knight, and bade him a task to seal the pact- this included corrupting the artifact known as the Orb of Sol, and sacrificing thirteen of his fellow knights who had betrayed their people out of wrath and spite. With this act complete, Lord Kargoth's transformation was complete, as was the transformation of his subservient knights, who cursed his name for making them Death Knights alongside him. 
==Powers and Stats==
Tier: 
Name: St. Kargoth the Betrayer, Lord Kargoth, The Dreaded Master, Lord of the Death Knights
Origin: Dungeons and Dragons
Gender: Male
Age: Approximately 568 years old
Classification: Death Knight
Powers and Abilities: Superhuman Physical Characteristics, Abstract Existence (Type 1, as an Outsider, Fiendish Codex: Tyrants of the Nine Hells, pg 17), Magic, Reality Warping, Unholy Manipulation, Subjective Reality (As a Divine Caster, Dungeon Master's Guide, 5th Edition, pg 14), Statistics Reduction (Being stricken by a Death Knight, be it with a weapon or even just a touch, greatly decreases one's constitution, lessening one's resistance to a variety of effects and lowering one's durabilityLiving Greyhawk Journal #06, pg 104), Fire Manipulation, Explosion Manipulation, Soul Manipulation, Resistance Negation (Death knights such as Kargoth can hurl balls of abyssal flame which explode on impact; it ignores resistance to fire somewhat as well), Fear Manipulation, Aura (Death knights have an aura of fear around them; remaining within it causes one to become paralyzed or forced to flee in absolute terror), Necromancy (Other undead are attracted to the location of the death knight, and come to serve it willingly upon sensing their presence), Damage Reduction (His body is hardened, and lowers all incoming damage significantly), Weapon Mastery (He is one of the most skilled swordsmen in the FlanaessLiving Greyhawk Journal #07, pg 90), Stealth Mastery (He is extremely skilled at hiding), Social Influencing (He is skilled in a number of social skills, most notably diplomacy and intimidation), Supernatural Willpower (His willpower is extremely high, and enhanced further by abilities such as Iron Will), Statistics Amplification (He bears a number of items that enhance his durability and speed greatly), Pain Manipulation (Inflict wound spells cause massive wounds to spontaneously open across the body), Darkness Manipulation (He can generate massive clouds of darkness that prevent all vision through them), Disease Manipulation (Contagion inflicts the target with a lethal, wracking disease), Poison Manipulation (He can also inflict a target with a quick-acting poison instead), Attack Reflection (Among other things, unholy aura grants a deflection bonus to armor, causing some attacks to simply fail to affect them), Corruption (Type 2, Desecrate infuses an area with foul negative energy, and can go so far as to sever a deity's connection to that place), Damage Boost (Certain spells, such as Unholy Blight, deal increased damage against a good-aligned creature), Death Manipulation, Paralysis Inducement, Perception Manipulation (Blasphemy causes a variety of effects depending on the target's relative strength to Kargoth; if they are equal, they will only be dazed, and the weaker they get, the more dire the effects- including becoming weakened, paralyzed, or simply outright killed; this affects all creatures in an area of effect), Water Manipulation (Horrid wilting sucks all moisture from a target, potentially killing it instantly), Summoning (He can summon a large number of powerful demons to serve him in combat if need be), Extrasensory Perception (He can detect the auras of good creatures around him), Blessed (He is bestowed with the Blessings of Demogorgon, and can use them in a number of ways, including smiting good-aligned creatures for massive damage, a sudden burst of strength and healing, and even immunity to certain damage typesLiving Greyhawk Journal #07, pg 92), Healing (His negative energy from Lay on Hands allows him to heal himself considerably), Empathic Manipulation (He has an aura of despair that drains the hope from enemies around him), Flight (His nightmare mount that he can summon is capable of flightLiving Greyhawk Journal #07, pg 91), Astral Projection (His mount can astrally project both of them), Incorporeality (His mount can alternatively render both of them incorporeal for a time), Power Bestowal (He can share spells with his mount), Acid Manipulation (Demogorgon's bilious orb can inflict massive acid damage on a hit), Fragrance Manipulation (The "bile" effect of the bilious orb creates clouds of rancid odors which can poison and kill enemies), Smoke Manipulation (The orb is capable of generating smoke clouds with various, deadly properties), Mind Manipulation (The rod can tamper with the thoughts of other creatures, forcing them to view their allies as their most intense, hated enemies, causing them to fight each other with unrelenting fervor), Self-Sustenance (Types 1, 2, and 3; Undead do not eat, sleep, or breathMonster Manual, 3.5e, pg 317), Immortality (Types 1 and 7), Non-Physical Interaction (Magic is capable of interacting with abstract, incorporeal, intangible, and even nonexistent creatures), Extreme Resistance to Ice Manipulation, Fire Manipulation, Electricity Manipulation, Transmutation, Holy Manipulation, Magic, Reality Warping, Subjective Reality, Mind Manipulation, Empathic Manipulation, Perception Manipulation, Illusion Creation, Poison Manipulation, Sleep Manipulation, Paralysis Inducement, Death Manipulation, Soul Manipulation, Statistics Reduction, Stun Inducement, Energy Projection, and Acid Manipulation
Attack Potency: Island level+ (As a CR 23 creature, he is markedly superior to the Lords of Elemental Evil, such as Imix, who could warp an entire biome to a desert in a short period of time)
Speed: At least Relativistic+ (Can react to Anger of the Noonday Sun), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat)
Lifting Strength: Class 5 (Capable of pushing well over 3 metric tons with his 24 Strength rating)
Striking Strength: Island level+
Durability: Island level+
Stamina: Infinite, Undead do not suffer from fatigue nor do they require food or air to act- they can function indefiniely
Range: Tens to hundreds of meters with most abilities
Standard Equipment: Shatterer, Demogorgon's bilious sphere, Plate of shadow, Ring of protection, Boots of speed, Brooch of shielding, Cloak of charisma
Intelligence: Extraordinary Genius, listed as having an Intelligence rating of 20 where a typical human is 10; this makes him above even the greatest non-enhanced human minds, which cap out at 18, and makes him almost comparable to the likes of the Elder Brain, which has a score of 21 and stores all information gathered by their civilization ever; said civilization has managed space-flight, star-consuming technology, and Dyson sphere analogues 
Weaknesses: None notable
==References==
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Characters
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Category:Dungeons and Dragons
Category:Tier 6-C
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