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Azal'zill - AI-generated fantasy Character

Azal'zill

Chthonic Tiefling · Sorcerer (Aberrant Mind) · Level 1 · Criminal

Azal'zill

He exists in a state of quiet detachment.
AC12
HP8/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 8 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge24
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • DeceptionCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light Crossbows

Tools

Thieves' Tools

Languages

Common,
Infernal

Features

7 features

Bonus action

  • Innate SorceryLevel 1

    As a Bonus Action, you can unleash your innate magic for 1 minute. During that time, you have advantage on attack rolls for Sorcerer spells and your Sorcerer spell save DC increases by 1. You can use this twice per Long Rest.

  • Telepathic SpeechLevel 1

    As a Bonus Action, you can choose one creature you can see within 30 feet to form a telepathic link for a number of minutes equal to your Sorcerer level.

Always on

  • Psionic SpellsLevel 1

    You gain additional spells at specific levels that do not count against your number of spells known. You can cast these as Sorcerer spells.

  • TraitChthonic TieflingDarkvision (60 ft.)
  • Otherworldly GazeChthonic TieflingYou have resistance to Necrotic damage.
  • Tiefling MagicChthonic TieflingYou know the Chill Touch cantrip. Charisma is your spellcasting ability for it.
  • AlertCriminal

    You can add your Proficiency Bonus to your Initiative rolls. At the end of combat, you can swap your Initiative with a willing ally.

Spells

8 spells

Spellcasting. Azal'zill casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (2 slots): , , ,

Gear

5 items

Weapons

  • 2×
    Dagger
    A simple finesse weapon.

Tools

  • Component Pouch
    A pouch containing various arcane materials.
  • Thieves' Tools
    Used to pick locks or disarm traps.

Gear

  • Dungeoneer's Pack
    Includes a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, and waterskin.
  • Dark Clothes
    A set of common clothes including a hood, ideal for blending into shadows.

Appearance

Azal'zill has ashen, grey skin that looks almost like cold clay. His horns are small and swept back, partially hidden by his stringy, dark hair. His most unsettling feature is his eyes, which possess rectangular, goat-like pupils and a pale yellow iris. He wears dark, layered robes that have seen better days, smelling faintly of incense and wet earth.

Mannerisms

He tilts his head to the side when listening, as if receiving instructions from the air.

Personality

He exists in a state of quiet detachment. He speaks softly, as if he is reciting a script only he can see. While he is capable of great charm, it is the kind of charm that leaves people feeling used after he walks away. He finds the secrets of others far more interesting than his own survival.

Ideals

Independence. I will never allow another person or entity to hold my leash again.

Bonds

My mother was the only one who saw the person inside the monster. I must know what happened to her.

Flaws

I am drawn to people who have dark secrets, even when those secrets might get me killed.

Quirks

Constantly shuffles a deck of tarot cards.
Refuses to look into mirrors at night.
Whispers to himself in a language no one else understands.

Background

Azal'zill was never meant to be a person. He was a currency. His mother, a desperate warlock named Kaltia, traded the essence of her firstborn to an entity from the Far Realm to secure her own survival. When Azal'zill was born, he did not cry. He hummed in a frequency that made the local birds drop dead. Despite the cold bargain, Kaltia chose to raise him in the shadows of the city slums, teaching him the art of the con and the weight of a fortune told with truth. She taught him to mask the alien whispers in his mind with the theater of a common charlatan. The boy grew up in the company of thieves and cutpurses, using his innate ability to read the discomfort of others to line his pockets. He learned that people are desperate to believe in anything, even a cursed tiefling with a deck of greasy cards. His life changed when he reached his twentieth year. Kaltia told him to flee, her eyes filled with a terror he had never seen before. She vanished that night, leaving no blood and no note. He remains a wanderer, haunted by the suspicion that his owner is coming to collect, or perhaps, has already taken the only person who ever looked at him with love instead of fear.

“His mother, a desperate warlock named Kaltia, traded the essence of her firstborn to an entity from the Far Realm to secure her own survival.”
From their backstory
Background
Criminal

Connections

Species

Chthonic Tiefling

Media

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