
Campaign boss
Azkaal
How to use this creature in practice
Scenario opponent with special rules
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 9 and Initiative 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
- Ill Blood: The target immediately attacks an adjacent stack with 5% extra damage, consuming its action this round. Your spacing determines who that hit threatens.
- Mark of Consumption: The marked opponent takes 200% more Fire damage for the battle. An increase of 200% means three times the original hit before other modifiers.
- Might damage
- 1200–2400
- Magic damage
- —
- Might protection
- 64 %
- Magic protection
- 64 %
- Health
- 75000
- Initiative
- 55
- Combat movement
- 9
- Ranged reach
- —
- Morale
- 0
- Luck
- 10
- Reference growth
- —
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Ill Blood
The target immediately attacks an adjacent stack with 5% extra damage, consuming its action this round. Your spacing determines who that hit threatens.
Mark of Consumption
The marked opponent takes 200% more Fire damage for the battle. An increase of 200% means three times the original hit before other modifiers.
Hateful Retaliation
Retaliation deals Fire damage to stacks that attacked it earlier. Pit Fiend, Pit Lord and the Azkaal boss use different damage values.
Boundless Hate
Deals Fire damage to all enemy stacks. A normal Pit Lord and a campaign boss do not use the same numerical coefficient.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Drain Luck
An attack steals 10 luck from its target and gives it to the boss for the battle. Each opponent can be affected once and the transfer cannot be dispelled.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.