Pazuzu

Minsc and Boo's Journal of Villainy p. 104

Size
Large
Type
fiend (demon)
Alignment
chaotic evil
AC
21 (natural armor)
Hit Points
432 (32d10+256)
Speed
walk 30 ft., fly 90 ft.
Saving Throws
Dex +18, Con +16, Cha +16
Skills
Perception +12, Persuasion +16
Resistances
acid, cold, fire
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.
Challenge
25
STR
23
+6
DEX
30
+10
CON
27
+8
INT
23
+6
WIS
18
+4
CHA
27
+8

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

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.

recharge

3/DAY

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.

recharge

D5

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.

recharge

3/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.

Spells

astral projection, blight, charm person, detect evil and good, dispel magic, hallow, insect plague, telekinesis, teleport, wind walk, dominate person, hypnotic pattern, plane shift, wish

Other data

description