Pazuzu/pf

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Pazuzu
CR 29 (6553600 XP)
Male obyrith
CE Medium outsider (Chaotic, Evil, Extraplanar, Obyrith)
Init +18; Senses darkvision 120 ft., detect good, detect law, low-light vision, see invisibility; Perception +49
Aura aura of servile avians, unholy aura
Defense
AC 45, touch 25, flat-footed 30 (+14 Dex, +20 natural, +1 Dodge)
hp 589 (38d10+380); regeneration 5 (fire, good, or lawful)
Fort +22, Ref +35, Will +31
DR 20/epic and lawful
Immune electricity, poison
Resist acid 10, cold 10, fire 10
SR 42
Offense
Speed 30 ft., fly 90 ft. (perfect), swim 60 ft.
Melee +5 anarchic speed adamantine greatsword +52/+52/+47/+42/+37 (2d6+13, +2d6 vs. lawful/17-20), 2 talons +41 (1d4+8), bite +41 (1d6+8)
Special Attacks breath weapon (swarm or acid, usable every 1d4 rounds)
Spell-Like Abilities (CL 20th; concentration +32; ranged touch +52):
Constant—detect good, detect law, see invisibility, unholy aura (DC 30)

At will—astral projection, blasphemy (DC 29), call lightning storm (DC 27), control weather, deeper darkness, desecrate, detect thoughts (DC 24), greater dispel magic, flesh to stone (DC 28), statue, stinking cloud (DC 25), telekinesis (DC 27), greater teleport, unhallow, wind walk
2/day—acid fog (DC 28), incendiary cloud (DC 30)

1/day—shapechange, summon (level 9, 2d4 succubi or 1d4+2 vrocks, or 1d2 anzus or 1 balor 75%), symbol of death (DC 30), symbol of pain (DC 27), symbol of stunning (DC 29), wish
Tactics
During Combat Pazuzu prefers to avoid direct combat himself, instead sending the six balor bodyguards that are his constant companions into the fray while he observes from the sky above. When forced into combat, however, his tactics are devastating. Pazuzu prefers to fight with his blade, a serrated greatsword transmuted from the wing feather of the massive anzu that guards his lair into a razor-sharp adamantine blade. When he fights, he typically strikes with Power Attack, using Combat Expertise only in those rare situations when someone seems truly capable of striking him.
Morale In the unlikely occasion that a foe actually seems likely of putting Pazuzu in danger, he will use his planewalking to withdraw to Torremor, and there marshaling the full might of his forces to send against this new adversary.
Statistics

Str 26, Dex 38, Con 31, Int 30, Wis 26, Cha 35
Base Atk +38; CMB +46; CMD 71

Feats Blinding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Dark Speech, Dodge, Flyby Attack, Improved Critical (Blades, Heavy), Improved Dirty Trick, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Mobility, Power Attack, Skill Focus (Bluff), Spring Attack, Weapon Focus (Blades, Heavy)
Skills Acrobatics +52, Appraise +48, Bluff +59, Diplomacy +53, Fly +63, Intimidate +53, Knowledge (Arcana) +48, Knowledge (History) +51, Knowledge (Nature) +48, Knowledge (Planes) +51, Knowledge (Religion) +51, Perception +49, Sense Motive +49, Spellcraft +48, Stealth +55, Swim +16, Use Magic Device +50; Racial Modifiers +8 Swim
Skill Points 608
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 200 ft.
SQ command avian, planewalking, summon weapon, temptation
Gear +5 anarchic speed adamantine greatsword
Special Abilities

Aura of Servile Avians (Su): Unlike most obyriths, Pazuzu's natural aura has been redirected towards purposes other than inspiring madness. All evil-aligned creatures with a natural fly speed feel a strange bond of attraction and servitude to Pazuzu. Before such a creature takes any hostile action against Pazuzu, it must succeed at a DC 41 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 saving throw is Charisma-based.

Breath Weapons (Su): Pazuzu has two types of breath weapon. The first can be used to create dangerous swarms of insects. He can use this breath weapon 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 may create these swarms so that they share the area of other creatures. The insects attack any creatures occupying the squares, and can pursue creatures that flee. If Pazuzu so chooses, he may instead create a single swarm of abyssal ants with his breath weapon. Pazuzu can create as many locust swarms as he wishes in a day, but may only create one abyssal any swarm per day. Swarms created by his breath persist for 1 hour before dying.

Pazuzu's second breath weapon is a 70-foot cone of poisonous acidic vapor. All creatures caught in this area take 24d6 acid damage (DC 39 Reflex halves), and must also make a DC 39 Fortitude save or take 2d6 Strength damage from the poison. A minute later, a second DC 39 Fortitude save is required, this time to avoid the secondary damage of 2d6 Constitution damage. This breath weapon is persistent; it remains in place for 2 rounds. Any creatures that enter the area (or fail to leave the area before the second round) are exposed to both the acid damage and poison again.

Regardless of which breath weapon he uses, Pazuzu may only use this special attack once every 1d4 rounds.

Command Avian (Su): Once per round as a free action, Pazuzu can command any creature that has a natural fly speed to do his bidding. The targeted creature can resist the command with a successful DC 41 Will save. Good-aligned creatures gain a +10 resistance bonus on this save, but evil-aligned creatures suffer a -10 penalty on the save. Failure indicates that the creature becomes dominated (as the dominate monster spell) by Pazuzu for 1 round.

Planewalking (Sp): Pazuzu may move between planes at will. It takes a full-round action for him to activate this spell-like ability, which duplicates the effects of plane shift save that Pazuzu arrives at precisely the location he desires if he's physically been to the destination before. If he has never been to the location, he arrives within 5-500 miles of the location. He may transport up to one additional willing creature of any size with him. If he uses this ability to answer the call of one of his flock, Pazuzu can plane shift with complete accuracy even if he hasn't physically been to the destination. This spell-like ability functions at caster level 20 and is the equivalent of an 8th-level spell.

Regeneration (Ex): In addition to the normal functioning of regeneration, if Pazuzu loses a body part, the missing part regenerates fully in one round unless his ability to regenerate is suppressed for that round. This allows him to recover from normally lethal attacks (such as the beheading effect of a vorpal sword) after one round.

Summon Weapon (Su): As a free action, Pazuzu can retrieve his sword from or dismiss it into a non-dimensional space.

Talons (Ex): Pazuzu can only strike with his talons while flying.

Temptation (Su): Pazuzu takes great delight in tempting and corrupting mortals to chaos or evil. The first time any creature utters the name "Pazuzu" three times in quick succession, an unholy link between the speaker and Pazuzu is immediately established. For one minute, Pazuzu may use detect good, detect law, and detect thoughts to examine the speaker (who receives no saving throw, nor even awareness of the examination), despite any distance (physical or planar) that might separate the two. If he wishes, he can even use his planewalking ability to travel to the speaker's location. He always uses Sense Motive if necessary to determine if the one who calls him is trying to entrap him.

Once he answers such a summons (or at any time a creature he encounters begs the demon prince for aid), Pazuzu asks the mortal why he called upon the Prince of the Lower Aerial Kingdoms. If Pazuzu has deigned to appear before a caller, then he almost always will agree 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 voluntary and, depending upon the character's class, might have drastic effects on her abilities or status. Even if the aid doesn't cause an actual change to chaos or evil, allies of a person who calls upon Pazuzu almost always react to the act with anger and fear. 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. When he does provide aid, however, his connection becomes stronger, allowing him to respond to similar requests in the future in precisely the same manner. He particularly enjoys providing aid to 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 upon 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.

If a creature calls upon Pazuzu too often, or if the creature calls upon the demon prince to save him from a doom brought about through incompetence, Pazuzu is more likely to punish the supplicant for his hubris or failure than he is to provide assistance. Sometimes Pazuzu sends his aspect to aid those who call upon him; the repercussions for gaining aid from a mere aspect are identical to those for receiving aid from the demon prince himself.

Reference

  • Dragon #329 - Demonomicon of Iggwilv: Pazuzu, Prince of the Lower Aerial Kingdoms, pp.57-58