Pazuzu, Prince of the Lower Aerial Kingdoms (CR 22)
Medium Outsider (Chaotic, Evil, Extraplanar, and Obyrith)
Alignment: Chaotic evil
Initiative: +17(+13 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, true seeing, Listen +37, and Spot +37
Languages: Abyssal, Auran, Common; telepathy 300 ft.
AC: 53 (+13 Dex, +30 natural), touch 23, flat-footed 40
Hit Dice: 27d8+324 (445 hp); DR: 20/cold iron and good
Fort +27, Ref +28, Will +22
Speed: 30 ft. and Fly 90 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +27; Grapple +36
Attack: Melee: +3 anarchic greatsword of speed +39/+39/+34/+29/+24 and 2 talons +31
Damage: +3 anarchic greatsword of speed 2d6+16/17-20 plus 2d6 chaotic, talons 1d6+4
Special Attacks/Actions: breath weapon, summon avians, summon tanar'ri, temptation
Attack Options: Combat Expertise, Improved Disarm, Improved Trip, Spring Attack
Abilities: Str 28, Dex 36, Con 35, Int 28, Wis 24, Cha 33
Special Abilities: Spell-Like Abilities (CL 20th): At will - astral projection, desecrate, detect good, detect law, greater dispel magic, greater teleport, insect plague, telekinesis (DC 26), unhallow, unholy blight (DC 25), wind walk
Special Qualities: Aura: servile avians (120-ft. radius, Will DC 34); obyrith traits; fast healing 15; Immunities: electricity, mind-affecting spells and abilities, poison; Resist: acid 10, cold 10, fire 10; SR 35
Feats: Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Improved Critical (greatsword), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Spring Attack,
Skills: Bluff +41, Concentration +42, Diplomacy +45, Disguise +41 (+43 acting in character), Forgery +39, Gather Information +45, Hide +43, Intimidate +43, Knowledge (arcana) +39, Knowledge (religion) +39, Knowledge (the planes) +39, Listen +37, Move Silently +43, Sense Motive +37, Spellcraft +41, Spot +37, and Tumble +43
Climate/Terrain: The skies above the Abyss
Organization: Solitary, or Pazuzu plus 6 balor demons
Treasure/Possessions: +3 anarchic greatsword of speed, quadruple standard
Fiendish Codex I
Aura of Servile Avians (Su): All evil-aligned creatures with a natural fly speed feel a strange bond of attraction to Pazuzu. Before such a creature takes any hostile action against Pazuzu, it must attempt a DC 34 Will save. Failure indicates that the creature's attack fails and its action is wasted. This aura extends to a radius of 120 feet. The save DC is Charisma-based.
Breath Weapons (Su): Pazuzu has two breath weapons. The first can be used to create six swarms of locusts (all of which must be created so that each swarm is adjacent to at least one other swarm, and at least one square must be adjacent to Pazuzu). He can create these swarms so that they share the area of other creatures. The locusts attack any creatures occupying the squares and can pursue creatures that flee.
Pazuzu's second breath weapon is a 60-foot cone of poisonous acidic vapor. All creatures caught in this area take 18d6 points of acid damage (DC 35 Reflex halves) and must also succeed on a DC 35 Fortitude save or take 2d4 points of Strength damage from the poison. A minute later, a second DC 35 Fortitude save is required, this time to avoid the secondary damage of 2d4 points of Constitution damage. The save DCs are Constitution-based.
Regardless of which breath weapon he uses, Pazuzu can only use this special attack once every 1d4 rounds.
Summon Avians (Sp): Once per day, Pazuzu can automatically summon 2d6 elder arrowhawks, 1d6 harpy archers, or 1d6 fiendish rocs. This ability functions as a 9th-level spell (CL 20th).
Summon Tanar'ri (Sp): Once per day, Pazuzu can automatically summon 2d4 succubi, 1d4+2 vrocks, or 1 balor. This ability is the equivalent of a 9th-level spell (CL 20th).
Temptation (Su): If a creature utters the name "Pazuzu" three times in succession, an unholy link between the speaker and Pazuzu is immediately established. For one minute, Pazuzu can use detect good, detect law, detect thoughts (DC 22), and tongues to examine the speaker, despite any distance (physical or planar) that might separate them. He always uses Sense Motive to try to determine whether the one who calls him is trying to entrap him.
If he wishes and is able, Pazuzu can use plane shift and greater teleport to travel to the speaker's location with precise accuracy, as long as he does so before the minute is up. Once he arrives, Pazuzu asks the speaker why he called upon the Prince of the Lower Aerial Kingdoms. Pazuzu almost always agrees to provide aid, but if he does, the caller's alignment shifts one step closer to chaotic. If the caller's alignment is already chaotic, it instead shifts one step closer to evil. These shifts in alignment are considered voluntary. Pazuzu never provides aid to chaotic evil creatures and often punishes them for calling upon his aid rather than using the tools he has likely already granted the creature in question.
Pazuzu particularly enjoys corrupting paladins and takes pains to ensure that the first time he helps a paladin, no evil comes as a result of his assistance, hoping to encourage the paladin to call on him again. Aid granted by Pazuzu is typically granted in the manner easiest for the demon prince to manifest, often in the form of his wish spell-like ability.
Updated to Fiendish Codex I
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.