![[PazuzuPic.webp]]
# Pazuzu
_Obyrith Demon Lord | Prince of the Lower Aerial Kingdoms | [[Pazunia]]_
## Summary
One of the few obyrith demon lords to survive the tanar'ri uprising. Known for his ability to corrupt the pure and innocent. Worked closely with [[Pale Night]] to orchestrate the replacement of [[Sarastra Aestruum]] with [[Rhyxali]]—ensuring the false Sarastra could perfectly mimic the original while gradually shifting her personality from pure to cruel over centuries.
During the War of Shadow and Light, he joined [[Pale Night]] and [[Obox-Ob]] in the ambush and assassination of [[Oberon]] at the Grandfather Tree. The three obyrith demon lords combined their ancient power to overwhelm even Oberon's legendary might, demonstrating that the obyriths' grudge against the Feywild from the Dawn War had never been forgotten.
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## Now
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## Appearance
_Fill in when encountered._
## Personality
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## Stats
*Official bestiary stat block — Minsc and Boo's Journal of Villainy, p. 103.*
*Large Fiend (demon), Chaotic Evil*
**AC** 21 (natural armor) | **HP** 432 (32d10 + 256) | **Speed** 30 ft., Fly 90 ft.
**CR** 25 (75,000 XP) | **Proficiency Bonus** +8
| STR | DEX | CON | INT | WIS | CHA |
|:---:|:---:|:---:|:---:|:---:|:---:|
| 23 (+6) | 30 (+10) | 27 (+8) | 23 (+6) | 18 (+4) | 27 (+8) |
**Saving Throws** 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., Passive Perception 22
**Languages** All, telepathy 120 ft.
### Traits
**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.** *Wisdom Saving Throw:* DC 21, any evil creature with a natural fly speed and CR 20 or less that attempts to attack Pazuzu. *Failure:* Their action is wasted and the attack fails. *Success:* 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 Attack Roll:* +14, reach 5 ft. *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 Attack Roll:* +14, reach 5 ft. *Hit:* 10 (1d8 + 6) Slashing damage.
**Breath Weapon (Recharge 5-6).** Pazuzu exhales poisonous acid in a 100-foot Line that is 5 feet wide. *Dexterity Saving Throw:* DC 21, each creature in the area. *Failure:* 63 (18d6) Acid damage. *Success:* Half damage. A creature killed by this breath weapon melts and is disintegrated.
### Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, Pazuzu can expend a use to take one of the following actions. He regains all expended uses 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.
**Disruption.** Pazuzu casts *dispel magic*.
### Lair Actions
On initiative count 20 (losing initiative ties), Pazuzu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
- Pazuzu opens a portal and summons forth 1d4 perytons or gargoyles.
- Pazuzu casts *insect plague* but does not need to concentrate to maintain it. The insects inflict 33 (6d10) Piercing damage.
- Pazuzu telepathically speaks to all creatures within 120 ft. and offers each what they most desire. *Charisma Saving Throw:* DC 21. *Failure:* The target forfeits their next action while contemplating. A good-aligned target may voluntarily fail and agree to Pazuzu's terms; if so, and if he has *wish* available, he will cast it as long as he sees no immediate negative consequence. Pazuzu does not suffer any of the negative effects of casting *wish*.
### Regional Effects
The region containing Pazuzu's lair is warped by his presence, which creates one or more of the following effects:
- A warm, sickly sweet wind blows briskly within one mile of Pazuzu. Each day, upon first encountering this wind, every creature must make a DC 21 Constitution saving throw or immediately vomit, suffering 14 (4d6) Necrotic damage. Those that failed are also Poisoned for one hour.
- Any flying creature of CR 2 or less becomes twisted after a day spent within 6 miles of Pazuzu. If not already evil-aligned, they become so. Flying insects, birds, and other flying creatures will harass any other creatures moving through the region, slowing movement by one-half.
If Pazuzu dies, the effects fade over the course of 1d10 days.
### Notes
**Combat rhythm.** Pazuzu is built for the air. Open the fight with the *insect plague* lair action (free concentration), then fly above the party at 90 ft. and snipe with the Breath Weapon — a 100-foot line that disintegrates the dead. Use Lethal Leap (LA) to swoop in for a greatsword strike and flee unscathed. Disarm (LA) shuts down martial PCs; *dominate person* on the party tank flips the fight. The temptation lair action is the campaign showpiece — read it slowly and watch what the party does.
**Iron Flask hook.** Pazuzu may be encountered imprisoned in an iron flask. If used this way, the encounter is mostly about *not* releasing him.
**Source.** *Minsc and Boo's Journal of Villainy*, p. 104.
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