Pazuzu, Demon Prince of Air

Large fiend (demon lord), chaotic evil

Armor Class

19 (natural armor)

Hit Points

364 (27d10 + 216)

Speed

40 ft., fly 80 ft.

STR

25 (+7)

DEX

20 (+5)

CON

27 (+8)

INT

18 (+4)

WIS

19 (+4)

CHA

23 (+6)

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Resistances

cold, fire, lightning

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft., passive Perception 22

Saving Throws

Str +15, Dex +13, Con +16, Wis +12

Skills

Acrobatics +13, Arcana +12, Athletics +15, Deception +14, Insight +12, Perception +12, Stealth +13, Survival +12

Languages

Auran, Aquan, Abyssal, Celestial, Common, Draconic, Giant, Infernal, Terran; telepathy 120 ft.

Challenge

27 (105,000 XP)

Special Equipment. Pazuzu wields the greatsword Carriontooth.

Evasion. If Pazuzu is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Pazuzu instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Flyby. Pazuzu doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Innate Spellcasting. Pazuzu’s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can cast the following spells, requiring no material components.

  • At will: animal messenger, arcane eye, call lightning, detect magic, featherfall, giant insect, gust of wind, insect plague, lightning bolt, sending, wind wall (no concentration necessary)

  • 3/day each: control weather, darkness, dispel magic, dominate person, freedom of movement, suggestion

  • 1/day: storm of vengeance

Legendary Resistance (3/day). If Pazuzu fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. Pazuzu’s weapon attacks are magical.

Unholy Aura. An unholy aura surrounds Pazuzu out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 22 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened, they are paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Actions

Multiattack. Pazuzu makes two attacks with Carriontooth and two attacks with its claws.

Carriontooth. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) slashing damage plus 21 (6d6) necrotic damage.

Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) slashing damage.

Corrosive Gas (Recharge 5–6). Pazuzu exhales a cloud of acidic gas in a 100-foot cone that spreads around corners. Creatures in the area must make a DC 24 Constitution saving throw, taking 18d8 acid damage on a failed saving throw, or half as much damage on a successful one.

Dominate Aerial Creature. Pazuzu can target up to six beasts or monstrosities with a fly speed and an Intelligence lower than 8 and cause them to make a DC 22 Wisdom saving throw. On a failed saving throw, the target is charmed by Pazuzu for 24 hours. The charmed target obeys Pazuzu’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect ends on it, the target is immune to this ability for the next 24 hours. Pazuzu can have up to six targets charmed at a time. If it charms another, it can end the charmed condition on one target of its choice.

Summon (1/day). Pazuzu summons 2d4 succubi, 1d4 nalfeshnees, 1d4 vrocks, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Pazuzu, but can’t summon other demons. It remains for 1 minute, until it or Pazuzu is slain, or until Pazuzu takes an action to dismiss it.

Legendary Actions

Pazuzu 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. Pazuzu regains spent legendary actions at the start of its turn.

Shriek. Pazuzu releases a blast of concussive sound in a 40-foot cone. Creatures within the area must make a DC 24 Strength saving throw. On a failed saving throw, the target takes 26 (4d8 + 8) thunder damage and is pushed 15 feet. On a successful saving throw, the target takes half damage and is not pushed.

Possess (Costs 2 Actions). Pazuzu uses its dominate person innate spellcasting ability. If it casts it as a legendary action, it does not need to maintain concentration.

Wing Attack (Costs 2 Actions). Pazuzu beats its wings. Each creature within 15 feet of Pazuzu must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Pazuzu can then fly up to half its flying speed.

Lair Actions

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

Gale. Pazuzu causes strong winds to immediately gust, choosing a 60-foot cube within its lair that wraps around corners (Pazuzu does not need to see this area). Any creatures within this area must make a DC 22 Strength saving throw or be pushed 60 feet in a random direction and be knocked prone. If this would push that creature into a solid surface, the target takes 1d6 bludgeoning damage per 10 feet traveled.

Insect Storm. Pazuzu causes a storm of swarming insects to fill a 30- foot cube. Until the next initiative count 20, that area is heavily obscured, and all creatures within the cube treat the area as difficult terrain.

Regional Effects

The region containing Pazuzu’s lair is warped by its magic, creating one or more of the following effects:

Aviary. Avian creatures crowd into the area surrounding Pazuzu’s lair and have advantage on saving throws against magical effects that charm or frighten them cast by creatures other than Pazuzu himself.

Tempests. Strong winds whip through the area around Pazuzu’s lair, and lightning storms crash through the days and nights.

Clairvoyance. Pazuzu can hear its name spoken by any creature in any language within 10 miles of its lair. It knows the exact location of the creature who spoke its name.

Carriontooth

Weapon (greatsword), artifact (requires attunement)

This single-edged, blood-stained greatsword is the personal weapon of the demon lord Pazuzu. Legend has it Pazuzu created the weapon from the claw of a bird goddess it dueled and lost to before being trapped in the skies above the Abyss. Carriontooth is serrated and jagged, rending flesh as it slices and slashes.

Attunement. If you attempt to attune to Carriontooth, your maximum hit points are reduced by 10 unless your alignment is chaotic evil. This reduction remains as long as you remain attuned to Carriontooth; magic cannot return the lost hit points.

Magic Weapon. You gain a +3 bonus to attack and damage rolls made with this weapon. Carriontooth also functions as a sword of sharpness, a sword of wounding and a vicious weapon.

Rend. You deal an additional 6d6 necrotic damage when you hit with Carriontooth.

Natural Enmity. Celestials of all kinds find Carriontooth abhorrent and are always hostile to you if you carry the weapon.

Destruction. To destroy Carriontooth, it must be used to slay Pazuzu, and then returned to the bird goddess whose claw it was made from; the goddess needs to only touch it to undo the artifact.

large
fiend
cr27
tome-of-horrors