Pazuzu

CR: 30 XP: 9,830,400


CE Large outsider (air, chaotic, demon, evil, extraplanar)


Init: +13 Senses: darkvision 60 ft., detect good, detect law, true seeing Perception: +58


Aura: frightful presence (180 ft., DC 40, 10 rounds), locusts (10 ft.,, distraction, DC 43), unholy aura (DC 31)


Defense

AC: 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural,, –1 size)


hp: 103 (9d10+54)


Fort: +12 Ref: +10 Will: +11


DR: 5/good


Resist: acid 10, cold 10


Immune: fire, poison


SR: 19


Offense

Speed: 30 ft., fly 30 ft. (average), swim 40 ft.


Melee: bite +15 (2d6+5), 2 slams +15 (1d8+5 plus poison)


Space: 10 ft. Reach: 10 ft.


Special Attacks: drown, poison


Spell-Like Abilities: (CL 12th; concentration +16) Constant—see invisibility, water breathing At will—control water, curse water, discern lies, greater teleport (self plus 50 lbs. of objects only), hydraulic push 3/day—hydraulic torrent, poison (DC 18), protection from good 1/day—freedom of movement, summon (level 4, 1 drowning devil 35%)


Statistics

Str: 20 Dex: 25 Con: 23 Int: 16 Wis: 20 Cha: 19


Base Atk: +9 CMB: +17 CMD: 33 (can’t be tripped)


Feats: Agile Maneuvers, Combat Reflexes, Dodge, Weapon Finesse, Wind Stance


Skills: Bluff +16, Diplomacy +16, Fly +5, Intimidate +16, Knowledge (nature) +15, Knowledge (planes) +15, Perception +17, Sense Motive +17, Stealth +15, Swim +25


Languages: Celestial, Common, Draconic, Infernal, telepathy 100 ft.


Ecology

Environment: any (Hell)


Organization: solitary, pair, or guard (3–10)


Treasure: triple (Scepter of Shibaxet, other treasure)


Description

Aura of Locusts (Su) Pazuzu exhales clouds of locusts. In any round in which he does not move more than 5 feet, he is surrounded by a 10-foot-radius spread of these creatures. Any creature that enters this area must succeed at a DC 43 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Avian Mastery (Su) Any creature flying under its own power (flight from a source other than a spell, spell-like ability, or magic item) that attempts to attack Pazuzu with a melee attack must attempt a DC 40 Will save. If it fails, the creature can’t follow through with the attack, that part of its action is lost, and it can’t directly attack Pazuzu for 1d4 rounds. Once a creature succeeds at this save, it is immune to this ability for 24 hours. The save DC is Charisma-based.

Hear Name (Su) Pazuzu hears his name whenever it is spoken, regardless of distance—this ability functions even across planar boundaries. If a creature speaks Pazuzu’s name aloud three times in the same breath, Pazuzu automatically knows that creature’s precise location and name. If Pazuzu is on the same plane as someone who speaks his name three times in a single breath, he can immediately attempt to possess that creature.

Poison (Ex) Sting—injury; save Fort DC 43; frequency 1/round for 6 rounds; effect 1d6 Wisdom drain and nauseated; cure 3 consecutive saves.

Possession (Su) Once per day as a swift action, Pazuzu can attempt to possess a single living creature within 1 mile, provided he knows the target’s name. The target can resist this possession attempt by succeeding at a DC 43 Will save. A lawful creature gains a +10 bonus on this saving throw, and a good creature gains a +20 bonus on the saving throw (these bonuses stack). If the creature successfully saves, it is immune to possession attempts by Pazuzu for the rest of its life. If the saving throw fails, Pazuzu can control the possessed creature from afar. While possessing a creature, Pazuzu automatically knows every thought that creature has. By concentrating, he can sense the creature’s surroundings using that creature’s senses. As a swift action, he can cause the creature to perform any ability it can perform on its own. Pazuzu can use any of his spell-like abilities through a possessed target, with the effects resolving as if the possessed creature had created the effect. Possession is permanent, but Pazuzu can only possess one creature at a time. When Pazuzu isn’t actively controlling the target, it can take its own actions.

Dispel chaos or dispel evil ends this possession effect as if it were an enchantment spell, but unless the caster of the spell succeeds at a DC 30 caster level check, as a swift action Pazuzu can attempt to possess the caster as he is driven out of the target. A creature possessed by Pazuzu is immune to protection from evil, magic circle against evil, and any similar effects. The save DC is Charisma-based.

Profane Wishcraft (Su) A creature that accepts a wish from Pazuzu immediately becomes chaotic evil unless it succeeds at a DC 43 Will save. A creature that becomes chaotic evil in this way gains the benefits of a good hope spell for 1 week, followed by the effects of crushing despair for 1d6 months (CL 30th). The save DC is Charisma-based.

Swarm Master (Su) Pazuzu is immune to swarm damage and other swarm effects (such as distraction). As a swift action, he can direct the movement of any swarm within 30 feet.

Pazuzu is among the oldest and most powerful of all demon lords. His Abyssal realm is located in one of that plane’s greatest rifts. This vertical realm includes an immense city, at the heart of which can be found Shibaxet, Pazuzu’s personal rookery and palace. Pazuzu appears as a four-winged, 15-foot-tall fiend. He takes great delight in corrupting mortals, particularly those of a pure heart and soul, offering them any one wish in return for nothing but their innocence.

PAZUZU’S CULT Pazuzu, King of the Wind Demons, is worshiped by harpies and other evil avians, and by a large number of antipaladins who were once honorable but were tempted to chaos and evil—often by Pazuzu himself. His sacred places and temples are cliffside cathedrals, desert ruins, and spires atop mountain peaks.

His unholy symbol is an image of himself with his right hand upraised. His favored weapon is the longsword. He grants access to the domains of Air, Chaos, Evil, and Trickery, and access to the subdomains of Cloud, Deception, Demon, and Wind.

SCEPTER OF SHIBAXET MAJOR ARTIFACT SLOT none CL 30th WEIGHT 4 lbs.

AURA overwhelming all Pazuzu’s weapon is the Scepter of Shibaxet, a staff of black metal with a large hook at its tip. The scepter functions as a rod of enemy detection that can be used any number of times per day. If Pazuzu presents the scepter as a standard action, all creatures within 30 feet who view it become panicked for 1d6 rounds unless they succeed at a DC 23 Will save (this is a mind-affecting fear effect). Once per day, Pazuzu can use the Scepter of Shibaxet as a rod of cancellation (this does not deplete or harm the scepter). As a standard action, he can call the scepter to his hand from any distance, even across planar boundaries. As an immediate action, Pazuzu can transform the scepter into a +5 anarchic keen unholy longsword or return it to its normal shape. None of its other powers can be used in sword form. DESTRUCTION The Scepter of Shibaxet can be broken by a redeemed demon lord if the regenerating towers of Shibaxet are already destroyed. Demon Lord, Pazuzu Demon Lord, Pazuzu Devil, Drowning This serpentine creature has finlike wings, ram horns, four eyes, and arms that end in masses of tentacles.

Source: Pathfinder Roleplaying Game Bestiary 4