Monster
Pazuzu
Outside your table’s allowed sources
Official reference · MaBJoV · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 21 (natural armor)
- Hit points
- 405 (30d10 + 240)
- Speed
- Walk 30 ft., Fly 90 ft.
- Challenge rating
- 25
- Alignment
- Chaotic Evil
- Strength
- 23
- Dexterity
- 30
- Constitution
- 27
- Intelligence
- 23
- Wisdom
- 18
- Charisma
- 27
- Passive Perception
- 22
- Saving Throws
- dex: +18; con: +16; cha: +16
- Skills
- perception: +12; persuasion: +16
- Senses
- truesight 120 ft.
- Languages
- all, telepathy 120 ft.
- Resistances
- acid, cold, fire
- Immunities
- lightning, poison, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
Traits
Aura of Servile Avians
Any evil creature with a natural fly speed and a CR of 20 or less must make a DC 21 Wisdom saving throw if they attempt to attack Pazuzu. A failed save means their action is wasted and the attack fails. On a successful saving throw the target is immune to this effect in the future.
Legendary Resistance (3/Day)
If Pazuzu fails a saving throw, he 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.
Actions
Multiattack
Pazuzu makes two Greatsword or Talon attacks.
Greatsword
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.
Talon
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 9 (2d8) poison damage.
Breath Weapons (Recharge 5–6)
Pazuzu exhales poisonous acid in a 100-foot line that is 5 feet wide. Every creature hit by the acid must make a DC 21 Dexterity saving throw, taking 70 (20d6) acid damage on a failed save, or half as much damage on a successful one. A creature killed by this breath weapon melts and is disintegrated.
Bonus actions
Dispel
Pazuzu casts dispel magic, automatically dispelling any spell of 6th level or lower on the target.
Hasted Greatsword
Pazuzu uses his magic greatsword to grant him the following abilities until the start of his next turn. Pazuzu's speed is now doubled, he gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains one additional Greatsword attack.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Pazuzu attempts to knock a weapon out of a target's hand. He makes a Greatsword attack and if it hits, the target does not take damage but instead must make a DC 22 Strength saving throw. If the target fails the saving throw, the targeted weapon flies 10 feet away in a random direction.
Lethal Leap
Pazuzu attacks once with his Greatsword or Talon and then may fly up to 60 feet away. Pazuzu's movement does not provoke opportunity attacks.
Pazuzu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):
At will: astral projection, blight, charm person, detect evil and good, dispel magic, hallow, insect plague, telekinesis, teleport, wind walk
1/day: wish
2/day each: dominate person, hypnotic pattern, plane shift (only itself and willing creatures)