“ | Io, the Ninefold Dragon, the Concordant Dragon, the Great Eternal Wheel, moves his majestic form silently through the ether and detritus of the worlds, and he is content. | „ |
~ Monster Mythology |
Background
Asgorath, commonly known as Io, is the Creator of all dragonkind, father of the Sleeping Deep Dragons whose spirits lie at the core of many worlds, the god whose blood, thoughts, and life force established the ground for creation and sustain it. He manipulates the destinies of all dragons by operating in a way that nobody suspects his involvement. Asgorath is supposed to encompass all alignments, but is often regarded as neutral, and his holy symbol, an unadorned circle, represented totality.
Powers and Stats
Keys: Avatar | True Form
Tier: 5-B | 1-A, possibly High 1-A
Dimensionality: 3-D | Inapplicable
Superhuman Physical Characteristics, Magic, Non-Physical Interaction, Immortality (Type 9), Longevity (Dragons have life spans that stretch over thousands of years), Natural Weaponry (Claws, teeth, wings, and tail), Enhanced Senses (All dragons see equally well in daylight or darkness via infravision. They have excellent sight, smell, and hearing. Because of these keen senses, all dragons are able to detect hidden, invisible, or completely obscure creatures. a dragon can sense everything in its immediate vicinity, even with its eyes closed, when shrouded in magical darkness, or when swathed in impenetrable fog. They have outstanding peripheral vision as well. Dragons can perceive motion and detail at least twice as well as a human in daylight, and their eyes adapt quickly to harsh light), Large Size (Type 1. Adult dragons stretch over a hundred feet long, and ancient ones have no known limit to their size), Flight, Accelerated Development (A dragon's armor class and resistance to magic increases as it gets older), Telepathy (Dragons are able to communicate telepathically with any intelligent creature), Fear Manipulation (The mere appearance of a dragon can induce panic or fear. The mere sight of a young adult or older dragon causes creatures to automatically flee in panic), Petrification (Creatures that aren't automatically panicked by them get petrified instead), Damage Reduction (All dragons have damage reduction), Self-Soul Manipulation (A dragon can simply will its spirit to depart. Upon doing so, the dragon dies, and its spirit is released into the hereafter), Preparation & Immortality (Type 6. Via Dracolichdom), Acrobatics (Many dragons have perfected some acrobatic tricks to help them maneuver their flight in tight spaces), Breath Attack & Energy Projection (Can produce blasts of elemental energy), Invulnerability (Dragons possess a supernatural resistance to physical attacks, rendering them invulnerable), Reality Warping, BFR & Summoning (The death of a dragon can create supernatural effects - most notable within dragon graveyards, such places can simply suck in travelers and send them to other planes of existence, or summon elementals from the energy of the dragons), Adaptation (Dragons develop magical abilities based on the stimuli of their surroundings- such as dragons living in darker terrain being able to cast darkness at will)
Absorption (Battletide transfers the energy it steals from the affected target to the caster. The target is slowed down, moving and attacking at half-speed, while the caster's moves are hasted. Chant of Fangs is an energy-stealing attacks that bypasses any physical protection), Acid Manipulation (Acid Rain creates a toxic shower that covers all within its area of effect. The droplets are a corrosive acid that eats through metal, cloth, and flesh), Age Manipulation (Via Age Creature), Air Manipulation (Akadi's Vortex creates a sphere of whirling air which causes lightning and air damage. Clear Air banishes smoke, gas, fog, and instantly settles particles such as blowing sand, soot, or grit. Creatures in gaseous form are immediately expelled from its confines, and they cannot enter the area while the spell is in effect), Animal Manipulation (Creatures affected by Animal Animosity exudes an aura that draws a hostile reaction from all animals within 50 feet. Insect Plague summons a number of swarms of locusts. Repel Vermin creates a barrier that hold back vermins), Attack Reflection (Chaotic Commands renders a creature immune to magical commands. In addition, anyone casting one of these spells on a creature protected by chaotic commands will have their spell backfired on themselves. Deflect Psionics employs magic to deflect psionic attacks back to the enemy), BFR (Abjure sends a creature back to their plane of existence. Syllable of Exile can send a target into a confusing pocket dimension. Dispel Evil causes a summoned creafure of evil nature, an evil creature from an other plane, or a creature summoned by an evil caster, to return to its own plane or place. Enmeshment creates sticky threads that upon touch sends the target into a misty labyrinth of unlimited size. Time Hop can send targets into the future), Biological Manipulation (Decompose causes organic material to turn into humus or compost instantly. Fertility can grow the vitality of plants and increases the chances of someone to become pregnant. Asphyxiate causes a target's throat to constrict and their lungs to swell shut), Blood Manipulation (Via Blood Bank and Blood Bond), Bone Manipulation (Break Limb enables the caster to break an opponent's arms or legs by touching it), Broadway Force (Creatures subjected to the Dance of Pain spell are jerked about in an uncontrollable dance that restricts their overall actions. Irresistible Dance causes the subject to feel an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place), Body Puppetry (Hideous Laughter afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone), Causality Manipulation (Wish can undo a previous event, causing reality to reshape itself accordingly to accomodate a new future result), Chaos Manipulation (Chaos spell causes several creatures in a large volume, in every dimension, to be subject to chaotic effects. Word of Chaos is a chaotic-type spell that deafen, stun, confuse, or even slay creatures that are not chaotic), Clairvoyance (Via Locate Creature and Locate Object), Conceptual Manipulation (Type 3) & Information Manipulation (Truenaming Magic encompasses all of creation and reality on its entirety, hacking into the fundamental construct of creatures, objects, ideas, etc., with its words and phrases changing the building blocks of reality, influencing everything that currently is, everything that ever was, and everything that will ever be), Corrosion Inducement (Acid Rain creates a toxic shower that covers all within its area of effect. The droplets are a corrosive acid that eats through metal, cloth, and flesh), Curse Manipulation (Bad Medicine induces a curse that modifies the parameters of a target, including their morality. Death Curse is a spell used to avenge the imminent death of the caster by placing a curse on the foe. Doom Curse is a spell that induces a curse which might cause severel different effects, such as loss of levels, negation of resistances, inability to speak, inability to hold things, recurring blurred visions and blindness), Darkness Manipulation (Blacklight creates a stationary, temporary area of total darkness, The darkness is impenetrable to normal vision and infravision, but the caster can see, move, attack, and cast spells normally in the affected area. The illumination of normal and magical light is negated by the blacklight), Death Manipulation (Ebony Tendrils summons a lump of blackness which induces death upon touch. Finger of Death is a death magic that causes a creature's heart to stop. Wail of the Banshee emits a terrible scream that kills creatures that hear it), Deconstruction (Druid's Decay can decompose a target or object into dust. Disintegrate creates a thin green ray that made a creature or a object of a certain size vanish, or be reduced to ash or dust), Density Manipulation (Crush of the Depths increases the air/water pressure within its area of effect. Everything within the area experiences a pressure of 1000 pounds per square inch), Disease Manipulation (Allergy Field causes creatures to experience swelling of the eyes, fits of sneezing, and dull headaches. Cloud of Pestilence creates a billowy cloud of vile vapors that induces a series of diseases for those who are exposed by it. Eyebite causes sudden pain and fever over the subject's body), Dream Manipulation (Via Nightmare spell), Duplication (Clone makes an inert duplicate of a creature), Earth Manipulation (Earth Anchor manipulates the earth to bind its targets to the ground), Electricity Manipulation (Akadi's Vortex creates a sphere of whirling air which causes lightning/air damage), Empathic Manipulation (Attraction replaces any negative emotions the target creature has toward the spellcaster with positive emotions), Energy Manipulation (Via Alicorn Lance and Chant of Fangs), Enhanced Senses (True Seeing confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things), Existence Erasure (Disc of Concordant Proposition brings into being a disc that blasts enemies into nothingness. Syllable of Dissolution can unmake a creature's physical essence. Sphere of Ultimate Destruction creates a black sphere of nothingness that destroys everything in its path. Destruction causes the target's body and essence to be utterly destroyed), Explosion Manipulation (Implosion creates a destructive resonance in a corporeal creature’s body), Extrasensory Perception (Via Detect Curse spells. Detect Lie is able to determine if the subject creature deliberately and knowingly speaks a lie. Emotion Read allows the priest to perform an instantaneous reading of a single subject’s emotional state. True Seeing confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things), Fate Manipulation (Pronouncement of Fate causes inevitable dooms to fall upon its victims. Choose Destiny allows the caster to pick a future out of multiple), Fear Manipulation (Bloodgloat causes the victims to feel hopelesness towards the caster. Cloak of Fear empowers a single creature touched to radiate a personal aura of fear, causing others to run away in panic), Fire Manipulation (Via Fire Storm, Fireball, Fire Shield, Flame Arrow, Flame Strike and Flaming Sphere), Gravity Manipulation (Reverse Gravity reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward), Healing (Bladebless heals a specific wound by bestowing a blessing on the weapon that caused it), Heat Manipulation (Chill creates a 30-foot-radius sphere of cold air. Black Talon temporarily transforms the caster's arm into a retractahle, rubbery appendage that induces both physical and chilling damage), Holy Manipulation (Holy Aura surrounds the subject with a brilliant divine radiance, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects), Ice Manipulation (Wall of Ice creates a thick, opaque, sheet or dome of ice. Cone of Cold freezes all enemies in front of the caster), Illusion Creation (Beastmask allows the subject to take on the illusory form of a single animal species. The almost perfect illusion the spell creates deceives the animals’ sight, hearing, smell, and touch. Conceal Riches makes all items worn or carried by one being look worthless. Create Mirage creates the illusion of any object, creature, or force within the boundaries of the spell’s area of effect. Hallucinatory Terrain makes natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance), Immortality Negation (Types 1 & 7. Undead to Death can successfully apply death-type spells to undead creatures), Information Analysis (Analyze Opponent can analyze a foe's strength or weaknesses. Identify determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left, if any), Information Manipulation & Text Manipulation (Code of Secrecy prevents the individual from any communication whatsoever about a topic forbidden by the caster. All communication concerning the secret is blocked: speech, writing, hand signals, pading, symbology, and so on), Invisibility (Invisibility spell causes the target to become invisible for a period of time), Life Manipulation (Life Drain can drain the life out of a creature within range. Life Steal taps into the life force of a subject and drains it away, adding it to their own), Light Manipulation (Bolt of Glory projects a bolt of energy from the Positive Energy Plane against one creature. Continual Light fills the area of effect with light equivalent to full daylight. Sunbeam evokes a dazzling beam of intense light which blinds foes. Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded as well), Madness Manipulation (Insanity can drive a subject permanently insane. Confusion assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions), Matter Manipulation (Matter Manipulation spell can weaken or strengthen the substance of an object or structure. It can affect both mundane and magical inanimate material. Weakening an object’s substance decreases its hardness and hit points, and strengthening it increases its hardness and hit points. Matter Agitation can excite the structure of a nonpsionic, nonmagical object, heating it to the point of combustion over time), Memory Manipulation (Via Blessed Forgetfullness. Modify Memory allows the caster to reach into the subject’s mind and modify as many as 5 minutes of its memories), Mind Manipulation (Compulsive Order can force one creature to be obsessed with making their world clean, neat, and logically arranged. Crown of Glory imbues the caster with an aura of celestial authority, inspiring awe in all lesser creatures. Dictate allows the caster to mentally force foes to obey orders. Eldath's Tranquillity creates an aura of peace and calm around the caster, affecting surrounding targets. Excessive Indulgence forces the target to focus on their current activity to a point of excessive indulgence, preventing them from taking any course of action other than repeatedly performing their current activity. Feeblemind blasts the mind of a creature within range, shattering their intellect and personality. Dominate Person can control the actions of any humanoid creature through a telepathic link. Song of Discord causes those within the area to turn on each other rather than attack their foes. Touch of Idiocy reduces the target’s mental faculties), Morality Manipulation (Castigate delivers a blasting rebuke upon foes based on their alignment. Censure spiritually "brands" a specified creature and physically mark it for any clergy with the same alignment as the caster. Any priests seeing this mark instinctively reacts with fear, repulsion, and hatred. In addition they will refuse to aid, speak to, or even approach the censured being. Compel forces a subject to change their alignment), Necromancy (Command Undead allows the caster some degree of control over undead creatures. Create Undead allows to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs), Pain Manipulation (Blast of Pain overwhelms the target with continuous pain), Paralysis Inducement (Ray of Paralysis materializes a narrow beam of energy that causes paralysis within a single target creature or person. Darkbolt fires bolts of darkness that damages and dazes the target for several seconds. Paralyze allows the caster to immobilize creatures with a successful touch attack. Person instantly paralyzes and freezes a foe in place), Perception Manipulation (Crocodile Tears makes the caster appear weak and feeble to onlookers and in need of aid, masking any menacing features about them including weapons, fangs, or claws. Doomtide creates a cloud of illusory black fog that appears to most as a mass of writhing tentacles), Plant Manipulation (Fertility can grow the vitality of plants. Entangle causes grasses, weeds, bushes, and even trees wrap, to twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled), Poison Manipulation (Poison inflicts a debilitating and possibly fatal poison into a living target creature. Poisonous Exhalation causes the sorcerer casting it to breath out a billowing mist of poisonous gas that sapped the endurance of creatures caught within), Possession (Via Possess spell), Power Nullification (A Day in the Life transforms a living, sentient intelligent creature touched by the caster into a normal halfling with no character class abilities. Counterspell stops spells from being casted. Dispel Magic negates a creature's or object's magic), Magic Negation, Fear Negation, Blindness Negation, Curse Negation, Disease Negation, Paralysis Negation, Teleportation Negation, Invisibility Negation, Analysis Negation, Precognition (Type 2. True Strike allows the caster to look a few seconds into the future and strike at the right place at the right time, with almost guaranteed success. This knowledge even negated the concealment of targets), Probability Manipulation (Time Duplicate forcefully makes certain probabilities to become real), Psychometry (Know History discloses the basic history of a creature, item or location to the caster. Information revealed included deeds, name, history or lineage), Purification (Exorcism is a spell used to rid one object/area from an evil spirit), Radiation Manipulation (Alpha Radiation releases a burst of ionozing radiation. Gamma Radiation creates a radioactive sphere of gamma radiation. Beta Radiation releases a radioactive ray of beta radiation), Resistance Negation (Syllable of Detachment removes the usage of saves (resistance). Doom Curse causes penalty on all saving throws (resistance) and ability checks), Resurrection (True Resurrection can resurrect a creature that has been dead for as long as 10 years. This spell can even bring back creatures whose bodies have been destroyed), Sand Manipulation (Via Curse of the Choking Sands), Sealing (Trap the Soul forces/traps a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken. Forbiddance seals an area against all planar travel into or within it. Soul Bind can trap souls in a black sapphire gem. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish), Sense Manipulation (Blindness/Deafness, as the name implies, call upon the powers of unlife to render the subject blinded or deafened), Size Manipulation (Enlarge Person causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. Reduce Person causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8), Sleep Manipulation (Symbol of Sleep puts the target into a state of catatonic slumber), Sound Manipulation (Sound Burst blast an area with a tremendous cacophony, causing sonic damage), Soul Manipulation (World of Unmaing removes a soul from the fabric of reality), Spatial Manipulation (Extradimensional Manipulation allows the priest to alter the characteristics of certain extradimensional spaces. Can be used to increase or reduce the size of a single extradimensional space and can be used to reduce the danger of placing an extradimensional space inside an other such space. Dimensional Translocation seals off the multidimensional existence of a magical, undead, or extraplanar creature. The affected creature can be forced entirely into its extraplanar dimension, which removes it from the physical world, or its extraplanar existence can be severed, forcing it entirely into the Prime Material Plane), Statistics Reduction (Bad Mecicine reduces the parameters of a target. Bloodgloat reduces a target's damage, resistance and morale), Stealth Mastery (Camouflage allows the user to instantly hide a target, concealing them against even thorough searches. The spell changes the coloring and shadowing of the affected individuals to blend with the natural surroundings. It is effective against infravision and ultravision), Subjective Reality (Disbelief allows the caster to temporarily convince themselves that certain objects or creatures within the area of effect do not actually exist. While disbelief remains in effect, these objects or creatures cannot harm or hinder the caster. They can pass through them as if they did not exist and takes no damage from their attacks or action), Summoning (Via Summon Monster and Summon Nature's Ally), Telekinesis (Shown here), Mind Reading (Detect Thoughts allows the caster to detect surface thoughts), Teleportation (Teleport Greater allows the caster to teleport without a range limit), Time Manipulation (Temporal Stasus causes a creature's time to stop flowing, rendering them into a state of suspended animation. Time Hop allows the caster to hop forward in time. Safe Time can move the character (or the target) out of harm’s way by shunting him or her into a static time stream. Time Regression allows the caster to regress back in time), Time Stop (Temporal Acceleration can stop time for an instance), Transmutation (A Day in the Life transforms a living, sentient intelligent creature touched by the caster into a normal halfling with no character class abilities. Flesh to Stone turns the subject, along with all its carried gear, into a mindless, iner statue. Polymorph changes the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin), Law Manipulation, Vibration Manipulation (Earthquake spell causes an intense localized termor to rip the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more), Water Manipulation (Via Control Water, Create Water and Curse Water), Weather Manipulation (Control Weather allows the caster to change the weather in the local area), and many more.
Resistance to Absorption, Acid Manipulation, Age Manipulation, Air Manipulation, Animal Manipulation, Attack Reflection, BFR, Biological Manipulation, Blood Manipulation, Bone Manipulation, Body Puppetry, Causality Manipulation, Clairvoyance, Conceptual Manipulation (Type 3), Corrosion Inducement, Curse Manipulation, Darkness Manipulation, Death Manipulation, Deconstruction, Density Manipulation, Disease Manipulation, Dream Manipulation, Duplication, Earth Manipulation, Electricity Manipulation, Empathic Manipulation, Energy Manipulation, Enhanced Senses, Existence Erasure, Explosion Manipulation, Extrasensory Perception, Fate Manipulation, Fear Manipulation, Fire Manipulation, Gravity Manipulation, Heat Manipulation, Ice Manipulation, Illusion Creation, Immortality Negation, Information Analysis, Information Manipulation, Invisibility, Life Manipulation, Light Manipulation, Magic, Madness Manipulation, Matter Manipulation, Memory Manipulation, Mind Manipulation, Morality Manipulation, Necromancy, Pain Manipulation, Paralysis Inducement, Perception Manipulation, Plant Manipulation, Poison Manipulation, Possession, Power Nullification, Magic Negation, Fear Negation, Blindness Negation, Curse Negation, Disease Negation, Paralysis Negation, Teleportation Negation, Invisibility Negation, Analysis Negation, Precognition (Type 2), Probability Manipulation, Psychometry, Purification, Radiation Manipulation, Reality Warping, Resistance Negation, Sand Manipulation, Sealing, Sense Manipulation, Size Manipulation, Sleep Manipulation, Social Influencing, Sound Manipulation, Soul Manipulation, Spatial Manipulation, Statistics Reduction, Stealth Mastery, Subjective Reality, Summoning, Telekinesis, Text Manipulation, Teleportation, Time Manipulation, Time Stop, Transmutation, Law Manipulation, Vibration Manipulation, Water Manipulation, Weather Manipulation (Possess Fort, Will, and Reflex stats, which gives all of these resistances)
All previous, plus Beyond-Dimensional Existence, Abstract Existence (Gods are concepts and symbols, embodying every aspect of their portfolios. Gods are creatures of thought and ideal), Immortality (Types 1, 2, 3 & 8. All deities are naturally immortal and cannot die by natural causes. Gods cannot be slain by anything short of a god of greater power than their own, or a god wielding an artifact. Any god that suffers an attack that should destroy it simply disperses, then reassembles later. Deities can't truly die as long as they aren't killed on their home plane of existence), Chaos Manipulation & Law Manipulation (When the gods created the worlds and various planes of existence, they did so by manipulating chaos and law), Avatar Creation (Gods can create avatars at will), Teleportation (All gods possess the innate ability to instantly teleport to any point on the same plane. They can do this at will and without any chance of error), Regeneration (High-Godly: Gods cannot be slain by anything short of a god of greater power than their own, or a god wielding an artifact. Any god that suffers an attack that should destroy it simply disperses, then reassembles later. This would include regeneration from spells like Truenaming Magic, which can conceptually erase/rewrite a foe by the caster's will), Regeneration Negation (High-Godly: Gods are the only ones capable of permanently killing each other/other gods), Initiative (When dealing with mortals, all gods automatically receive the initiative, always being able to attack first), Conceptual Manipulation (Type 3. Demigods and above are capable of bending reality based on their Portfolios and Domains- these represent the aspects of reality they represent and command, with greater control being exerted by more powerful gods. Truenaming Magic encompasses all of creation and reality on its entirety, hacking into the fundamental construct of creatures, objects, ideas, etc., with its words and phrases changing the building blocks of reality, influencing everything that currently is, everything that ever was, and everything that will ever be), Self-Sustenance (All types. Deities do not need to eat, sleep or breathe), Dream Manipulation (All gods barring Demigods can communicate with other creatures via granting visions in dreams), Passive Mind Manipulation, Fear Manipulation & Willpower Manipulation (Gods emanates a divine aura that passively emits mind/fear/will-controlling effects), Size Manipulation (Can increase their own size and/or of their weapons), Forcefield Creation (Can create a transparent shield to protect from melee attacks/spells. A tangible field of divine energy encompasses and suffuses a deity's body), Existence Erasure (Can force a being to undergo erasure), Extrasensory Perception (Capable of seeing illusions, transmuted creatures and objects, and disguised creatures or objects for what they really are), Plant Manipulation (Can make plants grow in any place), Energy Projection (Via Divine Blast), Social Influencing (Can verbally convince others to take some course of action), Probability Manipulation (Gods' actions always work. Any chance to succeed is a succeed), Damage Reduction (Deities passively reduce any damage actually taken substantially), Dimensional Travel (Can travel between the various planes of existence at will), Precognition (Type 2. Greater Deities possess knowledge of any event that will affect their spheres or themselves many weeks in advance in order to give time to counter such events, and maintain knowledge on the best methods with which to counter said events), Sense Manipulation (Gods can disable the supernatural senses of those within their range of influence), Telepathy (All Gods can telepathically communicate with others via Remote Communication), Heat Manipulation, Gravity Manipulation, Time Manipulation, Power Nullification (Gods can change or apply the temperature, gravity, time or spell functions of their realms at will), Shapeshifting (Can transform themselves into any object, inanimate or animate, and of any size), Nigh-Omniscience (Greater Gods know what is happening at all times, being able to accurately predict the opponent's next movement via their vast knowledge alone), Creation (Can create any kind of object they can think of), Death Manipulation (Can kill living beings with a thought), Life Manipulation & Resurrection (Can bestow life upon any previously slain being), Power Bestowal (Can grant any power that doesn't exceed her own), Fate Manipulation (Can arrange accidents to indirectly kill a target), Resistance Negation (The abilities of a god cannot be resisted)
Attack Potency: Planet level (The gods' avatars are capable of fighting against the Leviathan, whose mere size and awakening can destroy the world) | Ascendent level (Deities are comparable to the most powerful entities of the Far Realm, such as Uvuudaum. All of the dragon deities are merely children of Asgorath), possibly High Ascendent level (It is possible that Asgorath is similar to Ao, a kind of all-powerful yet detached Overdeity. It is theorized that Asgorath was the one who created the Lady of Pain by hatching her from a dabus egg)
Speed: FTL (Can dodge natural light at close range) | Irrelevant
Lifting Strength: Class M (Vastly superior to Stone Giants, who can lift boulders this heavy) | Irrelevant
Durability: Planet level | Ascendent level, possibly High Ascendent level
Stamina: Infinite
Range: Planetary. Up to Ascendental with spells | Ascendental, possibly High Ascendental
Standard Equipment: None notable.
Intelligence: Possess an intelligence rating of 25, which is above geniuses and supra-geniuses | Nigh-Omniscient (Greater Gods know what is happening at all times, being able to accurately predict the opponent's next movement via their vast knowledge alone)
Weaknesses: None notable
Others
Notable Victories:
Notable Losses:
Inconclusive Matches: