THE SHARED REFERENCE Adventurer

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

Disarm

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.

Spellcasting

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)

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