21 (natural armor)
432 (32d10 + 256)
walk 30 ft., fly 90 ft.
Dex +18, Con +16, Cha +16
Perception +12, Persuasion +16
acid, cold, fire
lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
All, telepathy 120 ft.
25
Pazuzu's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components: • At will: astral projection, blight, charm person, detect evil and good, dispel magic, hallow, insect plague, telekinesis, teleport, wind walk • 3/Day each: dominate person, hypnotic pattern, plane shift (only itself and willing creatures) • 1/Day each: wish
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. Failure means their action is wasted and the attack fails. On a successful saving throw the target is immune to this effect in the future.
If Pazuzu fails a saving throw, he can choose to succeed instead.
Pazuzu has advantage on saving throws against spells and other magical effects.
Pazuzu's weapon attacks are magical.
When Pazuzu casts dispel magic, he automatically dispels any spell of 6th level or lower on the target.
Pazuzu makes two attacks.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. As a bonus action Pazuzu can activate this sword's special feature which grants him haste until the end of his next turn.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Pazuzu exhales poisonous acid in a 100-foot line that is 5 feet wide. Every creature caught in the cone must make a DC 21 Dexterity saving throw. Each creature takes 63 (18d6) 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.
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 his turn.
Pazuzu knocks a weapon out of a target's hand if his attack roll (+14) beats the target's Strength (Athletics) or Dexterity (Acrobatics) check. If disarmed, the target's weapon flies 10 ft. in a random direction.
Pazuzu attacks once with his greatsword or talons and can then fly away. Pazuzu's movement does not provoke attacks, whether he hits or not.
Pazuzu casts dispel magic.