Aspect of Pazuzu (CR 8)
Medium Outsider (Chaotic, Evil, Extraplanar, and Obyrith)
Alignment: Chaotic evil
Initiative: +6(Dex); Senses: darkvision 60 ft., true seeing, Listen +15, and Spot +15
Languages: Abyssal, Auran, Common; telepathy 100 ft.
AC: 23 (+6 Dex, +7 natural), touch 16, flat-footed 17
Hit Dice: 9d8+46 (86 hp); DR: 10/cold iron and good
Fort +11, Ref +12, Will +9
Speed: 30 ft. and Fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +9; Grapple +13
Attack: Melee: +2 greatsword +15/+10 (2d6+8/17–20) and 2 talons +8 (1d6+2)
Abilities: Str 18, Dex 22, Con 21, Int 18, Wis 16, Cha 19
Special Qualities: fast healing 5; Immune: electricity, mind-affecting spells and abilities, poison; Resist: acid 10, cold 10, fire 10; Aura of servile avians, obyrith traits
Feats: Dodge, Improved Critical (greatsword), Mobility, Spring Attack
Skills: Balance +8, Bluff +16, Diplomacy +14, Disguise +16 (+18 acting in character), Gather Information +10, Hide +18, Intimidate +18, Jump +6, Knowledge (religion) +16, Knowledge (the planes) +16, Listen +15, Move Silently +18, Sense Motive +15, Spot +15, Survival +3 (+5 on other planes), and Tumble +18
Climate/Terrain: Aerial realms
Treasure/Possessions: An aspect of Pazuzu always has a magic greatsword of some kind. It might also have some minor consumable magic. Aspects of Pazuzu rarely carry wealth for the sake of show.
Breath Weapon (Su): 30-ft. cone, once per day, damage 10d6 acid, Reflex DC 21 half. The save is Constitution-based.
Possessions: +3 unholy greatsword.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
The strange and horrific Obyriths are primeval demons from eons past. They wrought chaos and evil upon the multiverse before the advent of intelligent life on the Material Plane. Their forms are hideous to behold, rarely if ever incorporating elements possessed by mortal creatures. Obyriths dwell only in the most remote corners of the Abyss. Their kind has been in decline since the rise of the tanar'ri in the Abyss, although a few tenacious examples continue to make their presence known on key layers.
Traits: An obyrith has the following traits (unless otherwise noted in a creature's entry).
- Immunity to poison and mind-affecting spells and abilities.
- Resistance to acid 10, cold 10, electricity 10, and fire 10.
- Fast Healing: All obyriths have fast healing; the exact amount is indicated in the specific creature's entry.
- Form of Madness (Sp): Obyriths appear in forms so noxious and horrific that those within 60 feet of an obyrith who observe it are subject to madness. When a creature first encounters an obyrith, it must attempt a Will save (DC 10 + 1/2 the obyrith's HD + the obyrith's Cha modifier). Failure indicates that the victim is afflicted with some permanent form of madness or insanity. The kind of malady and its duration depends on the obyrith. A creature that makes a saving throw against an obyrith's form of madness is immune to that particular effect for 24 hours. Blindness is no protection against an obyrith's form of madness - their presence is an affront to all five senses. This is a mind-affecting ability. Chaotic evil outsiders are immune to an obyrith's form of madness. The insanity caused by an obyrith's form of madness ability is permanent in most cases, but can be removed by greater restoration, heal, limited wish, miracle, or wish.
- True Seeing (Su): An obyrith is under the constant effect of true seeing. This effect cannot be dispelled.