Pazuzu

Large fiend (demon), Chaotic Evil

Armor Class

21 (natural armor)

Hit Points

432 (32d10 + 256)

Speed

walk 30 ft., fly 90 ft.

Saves

Dex +18, Con +16, Cha +16

Skills

Perception +12, Persuasion +16

Damage Resistances

acid, cold, fire

Damage Immunities

lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Languages

All, telepathy 120 ft.

Challenge

25

Innate Spellcasting

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

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. 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.

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.

Spell Disruption

When Pazuzu casts dispel magic, he automatically dispels any spell of 6th level or lower on the target.

Actions

Multiattack

Pazuzu makes two attacks.

Greatsword

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.

Talon

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Breath Weapons (Recharge 5-6)

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.

Legendary actions

Legendary Actions (3/Turn)

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.

Disarm

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.

Lethal Leap

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.

Disruption

Pazuzu casts dispel magic.