Azmodai Deathjaw

Tiefling Assassin Knife Thrower

Description:

Azmodai Deathjaw
Male Div-Spawn Tiefling Assassin 9/Fighter (Two-Weapon Fighter) 8/Master Spy 4/Ranger 1/Rogue (Knife Master) 3/Trickster 1
NE Medium outsider (native)
Init +13; Senses darkvision 60 ft., see in darkness; Perception +31


Defense
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AC 41, touch 28, flat-footed 28 (8 armor, +13 Dex, +5 natural, +5 deflection)
hp 347 (9d10
16d8+129)
Fort 23, Ref +32, Will +18 (2 vs. fear); +4 vs. poison
Defensive Abilities blade sense, bravery +2, defensive flurry, evasion, fortification 50%, hard to kill, uncanny dodge; Resist cold 5, electricity 5, fire 5, negative energy 10, positive energy 10


Offense
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Speed 30 ft.

Melee briliant energy throwing daggers (x10) 37/32/27 (1d419/17-20/×2) and
demon shadow blade 38/33/28/23 (1d4+20/17-20/×2)

Special Attacks death attack (DC 25), favored enemy (humans +2), mythic power (5/day, surge +1d6), quiet death, rogue talents (fast stealth, swift poison), sneak attack +9d6, swift death (1/day), true death (DC 24), twin blades
Spell-Like Abilities
2/day—magic aura (appear nonmagical only)


Statistics
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Str 25, Dex 36, Con 21, Int 23, Wis 16, Cha 25

Base Atk +20; CMB +27; CMD 55

Feats Combat Expertise, Conceal Scent, Deadly Aim, Deceitful, Double Slice, Extra Rogue Talent, Greater Two-weapon Fighting, Greater Weapon Focus (dagger), Improved Critical (dagger), Improved Two-Weapon Feint, Improved Two-weapon Fighting, Iron Will, Piranha Strike, Point-Blank Shot, Power Attack, Two-weapon Fighting, Weapon Finesse, Weapon Finesse [M], Weapon Focus (dagger), Weapon Specialization (dagger)

Skills Acrobatics 30, Appraise +20, Bluff +43 (45 vs. humans), Climb 35, Diplomacy +13, Disable Device +39, Disguise +28, Escape Artist +56, Fly +14, Heal +7, Intimidate +11, Perception +31 (33 vs. humans), Ride 18, Sense Motive +25 (27 vs. humans), Sleight of Hand 41 (42 to conceal a light blade, 50 to hide weapons on body), Stealth +56, Survival +31 (33 vs. humans, +32 to track), Swim +11

Languages Abyssal, Common, Draconic, Other Language, Infernal, Orc

SQ brilliant energy, concealed thoughts, deathless, determination, etherealness, glib lie, hero points, hidden blade, hidden weapons, hide in plain sight, legendary power, legendary surge, mask alignment, master of disguise, mythic bond, poison use, quick change, spell storing, superficial knowledge, track, wild empathy

Combat Gear Potion of cure serious wounds (20); Other Gear Shadow Armor, Briliant Energy Throwing Daggers (X10), Demon Shadow Blade, Amulet of natural armor +5, Belt of physical perfection +6, Boots of speed (10 rounds/day), Bracers of armor +8, Cloak of resistance +5, Gauntlet of the weaponmaster (2 @ 2 lbs), Headband of mental superiority +6 (Survival, Climb, Ring of protection +5, Ring of spell turning (3/day), Rune of the inscrutable one, 150 GP


TRACKED RESOURCES
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Action Points – 0/17
Boots of speed (10 rounds/day) – 0/10
Briliant Energy Throwing Daggers (X10) – 0/1
Demon Shadow Blade – 0/1
Determination (1/day) – 0/1
Etherealness (1/day) – 0/1
Heroism, Greater (self only) (3/day) – 0/3
Legendary Power (2/day) – 0/2
Magic Aura (appear nonmagical only) (2/day) (Sp) – 0/2
Mythic Power (5/day, Surge +1d6) – 0/5
Potion of cure serious wounds – 0/20
Ring of spell turning (3/day) – 0/3
Spell (3rd) (3/day) – 0/3
Spell (4th) (3/day) – 0/3
Spell (4th) (3/day) – 0/3
Spell (4th) (3/day) – 0/3
Spell (6th) (At will) – 0/0
Swift Death (1/day) (Ex) – 0/1


Special Abilities
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Blade Sense 1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades
Boots of speed (10 rounds/day) Affected by haste
Bravery +2 (Ex) +2 to Will save vs. Fear
Brilliant Energy Ignores armor and shield bonuses to AC but can’t harm undead, construct, or nonliving matter.
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Conceal Scent Can’t be tracked by scent, it detects at half distance & can’t pinpoint square.
Concealed Thoughts (Su) You decide what surface thoughts detect thoughts reads.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -6/
12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Death Attack (DC 25) (Ex) You can kill or paralyze for 1d6+9 rds with a prepared sneak attack.
Deathless 25% chance to negate negative levels from any attack.
Defensive Flurry 2 (Ex) +2 AC vs. melee when making a full-attack with both weapons.
Determination (1/day) Breath of life spell when you reach 0 of fewer HP.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Etherealness (1/day) Become ethereal as ethereal jaunt for unlimited duration.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Fortification 50% You have a chance to negate critical hits on attacks.
Gauntlet of the weaponmaster (2 @ 2 lbs) Store weapons in gauntlets, and switch with current weapons as swift action.
Glib Lie (DC 19) (Su) Truth-detecting magic used against you requires a caster level check to succeed.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hidden Blade +1 +1 bonus on Slight of Hand checks to conceal a light blade.
Hidden Weapons +9 (Ex) You gain +9 to Sleight of Hand checks made to hide weapons on your person.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10’
Improved Two-Weapon Feint Make a Bluff check instead of your first attack
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16
.
Legendary Power (2/day) All legendary items contain a pool of power – at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls – All, Combat Maneuver Checks, Initiative Checks, Saving Throw All legendary items have a legendary surge ability, similar to a mythic character’s surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item – see the Legendary Surge sidebar o
Mask Alignment (Su) Detect as your choice of alignment (or none) when you wish.
Master of Disguise (Ex) Create disguises in half time, and reduce penalty for gender, race, age, or size by 1.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Power (5/day, Surge 1d6) Use this power to perform your mythic abilities.
Piranha Strike -6/
12 You can subtract from your attack roll to add to your damage with light weapons.
Point-Blank Shot 1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -6/
12 You can subtract from your attack roll to add to your damage.
Quick Change -10 (Ex) Assume a Disguise in 2d4 rds with a -10 penalty.
Quiet Death (Ex) If death attack kills a foe during a surprise round, others may not notice you are the cause.
Ring of spell turning (3/day) Reflects next nine levels of spells cast on wearer.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Sneak Attack 9d8/9d4 +9d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spell Storing Stores up to 3rd level touch spell which affects foe who hits.
Superficial Knowledge +2 (Ex) Can make untrained knowledge/profession checks related to cover identity, with listed bonus.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Swift Death (1/day) (Ex) You can make a death attack without studying the target.
Swift Poison (Ex) Poisoning a weapon becomes a move action.
Track +1 Add the listed bonus to survival checks made to track.
True Death (DC 24) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 24 caster level check.
Twin Blades +1 (Ex) +1 to hit and damage when making a full attack with both weapons.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Bio:

Azmodai Deathjaw

Lords of Brightstone: The Mythic Adventures RussellTomas