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Azazel - AI-generated fantasy Character

Azazel

Tiefling · Rogue (Thief) · Level 12 · Criminal

Azazel

Azazel is observant, dryly humorous, and almost unnervingly composed.
AC14
HP114/114
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 114 · 30 ft.
AlignmentTrue NeutralGenderMaleAge34 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves' Tools

Languages

Common,
Infernal,
Thieves' Cant

Features

28 features

Bonus action

  • Cunning ActionLevel 2

    As a Bonus Action, you can Dash, Disengage, or Hide.

  • Rogue Subclass and Steady AimLevel 3

    You gain the Thief subclass. You also gain Steady Aim, allowing you to give yourself Advantage on your next attack roll this turn as a Bonus Action if you have not moved, after which your Speed becomes 0 for the turn.

  • Fast HandsLevel 3

    Fast Hands allows you to take the Utilize action, use thieves' tools to disarm a trap or open a lock, or make a Sleight of Hand check as a Bonus Action.

Reaction

  • Uncanny DodgeLevel 5

    When an attacker hits you with an attack roll, you can use your Reaction to halve the attack's damage against you.

Always on

  • ExpertiseLevel 1

    You gain Expertise in two skill or tool proficiencies. At Rogue level 6, you gain Expertise in two additional skill or tool proficiencies. Azazel has Expertise in Stealth, Sleight of Hand, Investigation, and Thieves' Tools.

  • Sneak AttackLevel 1

    Once per turn, when you hit a creature with an attack using a Finesse or Ranged weapon and meet the Sneak Attack conditions, you deal an extra 6d6 damage.

  • Thieves' CantLevel 1

    You know Thieves' Cant and one additional language of your choice.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two proficient weapons, chosen after each Long Rest. Azazel commonly uses Daggers and Shortswords.

  • Ability Score ImprovementLevel 4

    You gain a feat for which you qualify. Azazel takes Ability Score Improvement, increasing Strength by 2, from 16 to 18.

  • Cunning StrikeLevel 5

    When you deal Sneak Attack damage, you can apply one Cunning Strike option by expending one or more Sneak Attack dice. Available options include Disarm, Poison, and Trip, subject to their individual requirements.

  • ExpertiseLevel 6

    You gain Expertise in two additional skill or tool proficiencies. Azazel gains Expertise in Investigation and Thieves' Tools at this level.

  • Reliable TalentLevel 7

    When you make an ability check that uses a proficient skill or tool, you can treat a roll of 9 or lower on the d20 as a 10.

  • EvasionLevel 7

    When you are subjected to an effect that allows a Dexterity saving throw to take half damage, you take no damage on a successful save and half damage on a failed save.

  • Ability Score ImprovementLevel 8

    You gain a feat for which you qualify. Azazel takes Ability Score Improvement, increasing Dexterity by 2, from 16 to 18.

  • Use Magic DeviceLevel 9

    You gain the Thief subclass feature Use Magic Device. You can attune to up to four magic items, ignore class, species, and level requirements for attuning to magic items, and use a magic item even when it normally requires the use of a spell or charge in a way you cannot provide, as specified by the feature.

  • Ability Score ImprovementLevel 10

    You gain a feat for which you qualify. Azazel takes Ability Score Improvement, increasing Charisma by 2, from 14 to 16.

  • Improved Cunning StrikeLevel 11

    Your Cunning Strike improves. You can apply additional options, including Daze and Knock Out, by expending the required Sneak Attack dice and meeting each option's requirements.

  • Ability Score ImprovementLevel 12

    You gain a feat for which you qualify. Azazel takes Ability Score Improvement, increasing Constitution by 2, from 14 to 16.

  • Second-Story WorkLevel 3

    Climbing costs you no extra movement, and when you make a running jump, you gain an extra 4 feet of jumping distance.

  • Creature TypeTieflingHumanoid.
  • SizeTieflingMedium.
  • SpeedTiefling30 feet.
  • DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, without discerning color.
  • Otherworldly PresenceTieflingYou know the Thaumaturgy cantrip. Charisma is your spellcasting ability for it.
  • Fiendish Legacy, InfernalTieflingAt level 3, you can cast Hellish Rebuke once per Long Rest without a spell slot. At level 5, you can cast Darkness once per Long Rest without a spell slot. Charisma is your spellcasting ability for these spells.
  • Fiendish ResilienceTieflingYou have Resistance to fire damage.
  • Life SpanTieflingTieflings commonly live to about 100 years.
  • AlertCriminal

    You have Alert, an Origin feat. You add your proficiency bonus to Initiative rolls, and immediately after rolling Initiative, you can swap your Initiative with that of a willing ally in the same combat, provided neither of you has the Incapacitated condition.

Spells

3 spells

Spellcasting. Azazel casts with Charisma (spell save DC 15, to hit with spell attacks).

Cantrips (at will):

1st level:

2nd level:

Gear

11 items

Weapons

  • 2×
    Dagger
    Finesse melee weapons suitable for close combat and thrown attacks.
  • Shortsword
    A light Finesse martial weapon.
  • Shortbow
    A ranged weapon with a quiver and ammunition.

Armor

  • Leather Armor
    Light armor made from supple, dark-dyed leather.

Tools

  • Thieves' Tools
    Tools used to pick locks and disable traps.
  • Crowbar
    A sturdy iron bar useful for forcing doors and manipulating objects.

Gear

  • 20×
    Arrow
    Ammunition for the shortbow.
  • Quiver
    A container for the arrows.
  • Burglar's Pack
    Contains a backpack, 10 feet of rope, 2 sacks, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, tinderbox, and rations.
  • Dark Common Clothes
    Plain but carefully maintained dark clothing suitable for blending into alleys and crowds.

Purse

  • 24×
    Gold Pieces
    A pouch containing the remaining currency from his last legitimate payment.

Appearance

Azazel is a broad-shouldered tiefling with deep umber-red skin, swept-back black horns polished to a dull satin sheen, and a long tail fitted with a narrow brass ring near the tip. He keeps his dark hair cropped close at the sides and combed precisely over the crown. His clothes are practical but unusually well maintained, charcoal trousers, a fitted leather coat, soft gloves, and a burgundy scarf pinned with a small silver lockpick. Within a minute of meeting him, people notice the pause before he speaks and the quiet click of his tongue against his teeth, as though he is testing the shape of every word before spending it.

Mannerisms

Before speaking, Azazel pauses for half a breath and makes a faint clicking sound with his tongue. He straightens nearby objects without seeming to notice, weighs coins in his palm while thinking, and addresses dangerous people with the same courteous tone he uses for innkeepers.

Personality

Azazel is observant, dryly humorous, and almost unnervingly composed. He prefers practical solutions to heroic ones, but he has a soft spot for people trapped by systems they did not choose. He is comfortable with silence and often lets others reveal themselves by filling it. He can be charming when necessary, though his charm feels less like warmth and more like a perfectly fitted key.

Ideals

Autonomy. No god, guild, crown, or family gets to decide what another person is worth. Everyone should have the freedom to choose their own chains, including me.

Bonds

The coded ledger stolen from his former criminal syndicate is hidden in a place only Azazel can reach. He will risk almost anything to keep it from the cult that wants it destroyed.

Flaws

He treats trust as a temporary lapse in judgment and keeps a private price attached to every favor. When frightened, he becomes more polite, more precise, and much harder to read. He also cannot resist opening a lock that someone has called impossible, even when doing so is tactically indefensible.

Quirks

Keeps a private inventory of every door he has opened and every door that defeated him.
Names particularly difficult locks after people who have annoyed him.
Always leaves one coin untouched in any purse he steals.
Polishes his horns before negotiations, considering it a professional courtesy.
Collects scraps of handwriting to study the habits of their authors.

Background

Azazel was born in a crowded river district where his fiendish appearance made him memorable long before he had done anything worth remembering. His mother worked as a bookkeeper for a smuggling ring, and his father was a dockside bruiser who disappeared before Azazel could form a clear memory of him. His mother taught him numbers, ciphers, and the practical value of keeping immaculate records. The local thieves taught him everything else, including how to enter a room without making the floorboards complain and how to tell whether a locked chest was protecting treasure, evidence, or a trap designed to punish curiosity. He became the crew's quiet specialist, combining a strong back with delicate hands and a talent for finding the one person in a room who could be persuaded, frightened, or bribed. His last job went wrong when he discovered that the ring was selling children to a cult devoted to an infernal patron. Azazel stole the ring's ledgers, ruined the transaction, and vanished with the evidence. He now works as a thief-for-hire and occasional investigator, choosing contracts according to profit, risk, and whether the target has made enemies of people who cannot afford justice. He claims not to care about redemption, but he has never destroyed the ledgers, and he still adds names to them.

“His mother taught him numbers, ciphers, and the practical value of keeping immaculate records.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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