This site is games | books | films

Azathoth “Ruler of the Elder Gods, the Blind Idiot God”

Azathoth
My Images (midjourney.com)
  • Pantheon: Cosmic Horror
  • Deity Title: Azathoth, The Blind Idiot God
  • Deity Symbol: None, but often associated with swirling chaos or the image of a mindless, formless void
  • Home Plane: The Far Realm, a plane of incomprehensible madness and chaos
  • Deity Level: Primordial  Deity
  • Alignment: True Neutral
  • Aliases: The Nuclear Chaos, The Daemon Sultan, The Great Dreamer
  • Superior: None
  • Traditional Allies: None, as Azathoth is beyond the concept of alliances
  • Traditional Foes: The Elder Gods, beings associated with order and sanity
  • Divine Artifact: None, as Azathoth’s power is intrinsic to its existence
  • Servants: None, as Azathoth’s nature is beyond the need for servitude
  • Servitor Creatures: None, as Azathoth’s chaotic influence creates and destroys without purpose or design
  • Sacred Animal: None
  • Manifestations: Azathoth’s presence cannot be comprehended by mortal minds and is rarely manifested in a tangible form. Its influence is felt through the chaotic energies of the universe and the madness that emanates from the Far Realm.
  • Signs of Favor: None, as Azathoth is indifferent to mortal affairs and concerns
  • Worshipers: Cultists and madmen who seek to commune with the chaotic energies of the universe and embrace the madness of the Far Realm
  • Cleric Alignments: True Neutral, Chaotic Neutral, Chaotic Evil
  • Specialty Priests: Cult leaders, prophets, and mystics who seek to unravel the mysteries of the universe and channel the chaotic energies of Azathoth
  • Holy Days: None, as Azathoth exists beyond the confines of mortal time and space
  • Portfolio: Chaos, madness, entropy, the unknowable void
  • Domains: Chaos, Madness, Void, Destruction
  • Favored Weapon: None, as Azathoth’s power transcends the need for physical weapons
  • Favored Class: Warlock
  • Favored Race: None, as Azathoth’s influence is felt by all who dare to gaze into the abyss of the Far Realm
  • Duties of the Priesthood: Seek to unravel the mysteries of the universe, commune with the chaotic energies of the Far Realm, and embrace the madness that lies beyond the boundaries of sanity
  • Major Cult/Temple Sites: Hidden temples and sanctuaries dedicated to the worship of Azathoth are scattered throughout the world, often concealed in remote and desolate locations where the barriers between dimensions are thin
  • Benefits: Those who serve Azathoth may gain insight into the mysteries of the universe and harness the chaotic energies of the Far Realm. However, such power comes at a great cost, as exposure to Azathoth’s influence can drive mortals to madness and despair
  • Significant Others: None, as Azathoth exists beyond the concept of relationships or connections

Azathoth, the nucleus of ultimate chaos, exists beyond the veil of human comprehension, a deity whose form is as enigmatic as the void itself. In the present, it is a pulsating mass, an amorphous blight that defies the laws of physics, a writhing embodiment of entropy.

Physical Description: Azathoth’s presence is a paradox, both present and absent, its form a constantly shifting tumult of creation and destruction. It is a maelstrom of raw cosmic power, with tendrils of darkness that stretch into infinity. Its “body,” if it can be called that, is a chaotic orchestra of colors that no spectrum can contain, a swirling abyss where light is born and devoured in the same instant.

Unique Characteristics and Traits: Azathoth’s traits are as fluid as its form, with appendages that bloom like nightmarish flowers, only to wither into nonexistence moments later. It is surrounded by a cacophony of sounds—the maddening beating of vile drums and the monotonous whine of accursed flutes—that form the discordant symphony of its existence.

Bio: Azathoth is the Blind Idiot God, the Daemon Sultan at the center of all things, the inadvertent creator of reality. It is the embodiment of primordial chaos, the antithesis of order and reason. Azathoth does not act with purpose or intent; it simply is. Its “actions” are the natural emanations of its being, the spontaneous and unguided forces that shape the cosmos.

Azathoth’s role is not one of active participation but of passive existence. It does not hope to achieve anything, for hope and desire are concepts alien to its nature. It exists in a state of eternal slumber, dreaming the universe into being, a universe that teeters on the brink of oblivion should Azathoth ever awaken.

In the grand narrative of the cosmos, Azathoth is the primal source, the indifferent heart of all reality, from which all things spring forth and to which all things will eventually return. It is the ultimate reminder of the insignificance of human endeavors in the face of the boundless and incomprehensible universe.


  • Azathoth 5e
  • Azathoth Pathfinder
Azathoth
My Images (midjourney.com)

Elder God, Chaotic Neutral


Armor Class 25 (Natural Armor)
Hit Points 1,372 (75d20 + 600)
Speed 0 ft., fly 120 ft. (hover)


STRDEXCONINTWISCHA
30 (+10)28 (+9)30 (+10)26 (+8)26 (+8)30 (+10)

Saving Throws Str +19, Dex +18, Con +19, Int +17, Wis +17, Cha +19
Skills Arcana +17, History +17, Perception +17
Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 27
Languages all, telepathy 120 ft.
Challenge 55 (75,000 XP)


Elder God’s Aura. Any creature that starts its turn within 120 feet of Azathoth must make a DC 25 Wisdom saving throw, becoming frightened for 1 minute on a failed save. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Immutable Form. Azathoth is immune to any spell or effect that would alter its form.

Innate Spellcasting. Azathoth’s spellcasting ability is Charisma (spell save DC 27). Azathoth can innately cast the following spells, requiring no material components:
At will: chaos bolt, confusion, disintegrate, feeblemind
3/day each: imprisonment, maze, power word stun
1/day each: power word kill, time stop

Magic Resistance. Azathoth has advantage on saving throws against spells and other magical effects.

Regeneration. Azathoth regains 30 hit points at the start of its turn.


Actions

Multiattack. Azathoth makes five attacks: one with its bite and four with its tentacles.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage.

Tentacle. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Dexterity saving throw or be swallowed by Azathoth.

Swallow. Azathoth makes one swallow against a Medium or smaller target it has grappled. Swallowed Target: The target is blinded and restrained, it has total cover against attacks and other effects outside Azathoth, and it takes 56 (16d6) acid damage at the start of each of Azathoth’s turns.

Dream Reality (Recharge 5-6). Azathoth creates a dream-like reality in a 120-foot radius. Each creature in that area must make a DC 27 Intelligence saving throw. On a failed save, a creature takes 55 (10d10) psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t stunned.


Legendary Actions

Azathoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Azathoth regains spent legendary actions at the start of its turn.

Detect. Azathoth makes a Wisdom (Perception) check.

Teleport. Azathoth magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 2 Actions). Azathoth casts a spell from its list of innate spells.

Insanity Wave (Costs 3 Actions). Azathoth releases a wave of eldritch energy in a 60-foot radius. Each creature in that area must make a DC 27 Wisdom saving throw or be affected as though by the confusion spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Azathoth is within line of sight, ending the effect on itself on a success.

Regional Effects The region within 6 miles of Azathoth’s lair is subject to the following effects:

  • Chaotic Weather Patterns: The weather is unpredictable and changes suddenly and drastically, without warning.
  • Warped Reality: Space and time are fluid. Distances stretch and compress, and time may flow backward or stand still.
  • Madness of the Blind Idiot God: Creatures that sleep within this region are plagued by nightmares of the void and must make a DC 25 Wisdom saving throw or suffer one level of exhaustion due to disturbed rest.

Lair Actions On initiative count 20 (losing initiative ties), Azathoth can take a lair action to cause one of the following effects; Azathoth can’t use the same effect two rounds in a row:

  • Summon Minions: Azathoth causes 2d4 mindless thralls to appear in unoccupied spaces within the lair. They act on Azathoth’s initiative and disappear after 1 hour or when slain.
  • Distort Reality: Azathoth bends reality within its lair. Each creature in the lair must succeed on a DC 25 Intelligence saving throw or take 10d10 psychic damage and be stunned until the end of their next turn.
  • Void Pulse: Azathoth emits a pulse of void energy. Each creature of Azathoth’s choice that it can see within 120 feet of it must succeed on a DC 25 Constitution saving throw or take 10d12 necrotic damage and be blinded until the end of the creature’s next turn.
By Dominique Signoret (signodom.club.fr) - Dominique Signoret (signodom.club.fr), CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=1003233 Azathoth
By Dominique Signoret (signodom.club.fr) – Dominique Signoret (signodom.club.fr), CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=1003233

Azathoth is creation incarnate, lying restless at the center of all space and spawning galaxies as afterthoughts. Mortal cultists look to him for raw power, and revel in the destructive forces of nature.

Alignment: CN
Domains: Chaos, Magic, Trickery, Weather, Void
Portfolio: chaos, creation, forces of nature, magic, space, thought
Favored Weapon: chakram

Some believe that knowledge of Azathoth’s existence changes one’s destiny; the more one knows of the eldest god, the more powerful one becomes. On scattered worlds, several cults blind themselves in an effort to remove all distractions and gain Azathoth’s creative power. Others implore the elder god through a combination of devotional sacrifices and focused meditation. All meet with mixed results.

Section 15: Copyright Notice
The Four Horsemen Present: Character Options – Gods in the Void © 2015, Rogue Genius Games. Author: Steven T. Helt.

Currently in the World

In the vast, unfathomable reaches of the cosmos, Azathoth, the Blind Idiot God, reigns in chaotic sovereignty. This deity, a formless mass of ceaseless creation and destruction, exists beyond the bounds of time and space, its influence felt across the eons.

Narrative: In the present moment, Azathoth’s actions are not bound by the linear passage of time as we understand it. The deity’s interactions with world events are not deliberate but are the byproducts of its very nature—chaos incarnate. As the Middle Ages give way to the Renaissance, humanity remains blissfully unaware of the cosmic puppeteer that inadvertently shapes their destiny.

Azathoth’s influence seeps into the world in subtle, inexplicable ways. Empires rise and fall, civilizations flourish and decay, all to the indifferent undulations of this supreme being. The Black Death, which ravages Europe in the 14th century, could be seen as a mere shadow of Azathoth’s chaotic touch upon the world—a touch that is neither malicious nor benevolent, simply a fact of its existence.

As the 1450s dawn, the world teeters on the brink of monumental change. The fall of Constantinople, the end of the Hundred Years’ War, and the burgeoning of the Italian Renaissance are all events that unfold beneath the gaze of the Daemon Sultan. Yet, Azathoth remains detached, its goals and desires nonexistent. It does not hope, aspire, or plan. It simply is.

Azathoth’s motivations, if they can be called such, are the embodiment of entropy and the natural disorder of the universe. It does not seek to achieve, for achievement implies purpose. Azathoth’s presence is the cosmic constant, the background noise to the symphony of existence, ever-present and ever-unchanging.

In this narrative, Azathoth is not a god with an agenda or a plan for humanity or the world. It is the personification of the chaos that underlies the fabric of reality, a reminder of the indifferent vastness of the universe in which human history unfolds—a history untouched by divine intention, shaped instead by the random fluctuations of an uncaring cosmic force.

Scroll to Top