Pazuzu causes strong winds to immediately gust, choosing a 60-foot cube within its lair that wraps around corners (Pazuzu does not need to see this area). On initiative count 20 (losing initiative ties), Pazuzu can take a lair action to cause one of the following effects Pazuzu can’t use the same effect two rounds in a row: Pazuzu can then fly up to half its flying speed. Each creature within 15 feet of Pazuzu must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be forced prone. If it casts it as a legendary action, it does not need to maintain concentration. Pazuzu uses its dominate person innate spellcasting ability. On a successful saving throw, the target takes half damage and is not pushed. On a failed saving throw, the target takes 26 (4d8 + 8) thunder damage and is pushed 15 feet. Creatures within the area must make a DC 24 Strength saving throw. Pazuzu releases a blast of concussive sound in a 40-foot cone. Pazuzu regains spent legendary actions at the start of its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Pazuzu can take 3 legendary actions, choosing from the options below. It remains for 1 minute, until it or Pazuzu is slain, or until Pazuzu takes an action to dismiss it. The summoned demon appears in an unoccupied space within 60 feet of Pazuzu, but can’t summon other demons. Pazuzu summons 2d4 succubi, 1d4 nalfeshnees, 1d4 vrocks, or 1 balor. If it charms another, it can end the charmed condition on one target of its choice. Pazuzu can have up to six targets charmed at a time. If the target successfully saves against the effect, or if the effect ends on it, the target is immune to this ability for the next 24 hours. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. The charmed target obeys Pazuzu’s verbal or telepathic commands. On a failed saving throw, the target is charmed by Pazuzu for 24 hours. Pazuzu can target up to six beasts or monstrosities with a fly speed and an Intelligence lower than 8 and cause them to make a DC 22 Wisdom saving throw. Creatures in the area must make a DC 24 Constitution saving throw, taking 18d8 acid damage on a failed saving throw, or half as much damage on a successful one. Pazuzu exhales a cloud of acidic gas in a 100-foot cone that spreads around corners. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 38 (8d6 + 10) slashing damage plus 21 (6d6) necrotic damage. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Pazuzu makes two attacks with Carriontooth and two attacks with its claws. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a failed saving throw, the target is frightened for 1 minute. A creature who enters or begins their turn in the area must make a DC 22 Wisdom saving throw. An unholy aura surrounds Pazuzu out to a radius of 40 feet. Pazuzu has advantage on saving throws against spells and other magical effects. If Pazuzu fails a saving throw, it can choose to succeed instead. 3/day each: control weather, darkness, dispel magic, dominate person, freedom of movement, suggestion.At will: animal messenger, arcane eye, call lightning, detect magic, feather fall, giant insect, gust of wind, insect plague, lightning bolt, sending, wind wall (no concentration necessary).It can cast the following spells, requiring no material components. Pazuzu’s innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Pazuzu doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. If Pazuzu is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Pazuzu instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Pazuzu wields the greatsword Carriontooth. Languages Auran, Aquan, Abyssal, Celestial, Common, Draconic, Giant, Infernal, Terran telepathy 120 ft. Senses truesight 120 ft., passive Perception 22 Skills Acrobatics +13, Arcana +12, Athletics +15, Deception +14, Insight +12, Perception +12, Stealth +13, Survival +12ĭamage Immunities poison bludgeoning, piercing, and slashing from nonmagical weaponsĬondition Immunities charmed, exhaustion, frightened, poisoned Saving Throws Strength +15, Dexterity +13, Constitution +16, Wisdom +12 5e SRD > Creatures > Demon Lord, Pazuzu, Demon Prince of Air
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