b'Demon Lord, Pazuzu, Demon Prince of Air \n'b'  Family:   Demons  \n'b'  Large   fiend  (demon),  chaotic evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  364 (27d10 + 216)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 25 (+7) DEX:  20 (+5)  CON:  27 (+8)  INT:  18 (+4)  WIS:  19 (+4)  CHA:  23 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Strength  +15,  Dexterity  +13,  Constitution  +16,  Wisdom  +12  Skills   Acrobatics  +13,  Arcana  +12,  Athletics  +15,  Deception  +14,  Insight  +12,  Perception  +12,  Stealth  +13,  Survival  +12  Damage Resistances  cold, fire, lightning  Damage Immunities  poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   truesight  120 ft., passive  Perception  22  Languages  Auran, Aquan, Abyssal, Celestial, Common, Draconic, Giant, Infernal, Terran; telepathy 120 ft.  Challenge  27 (105,000 XP) \n'b' Special Traits \n'b'\n'b'  Special Equipment . Pazuzu wields the greatsword Carriontooth. \n'b'  Evasion . 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. \n'b'  Flyby . Pazuzu doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Innate Spellcasting . Pazuzu\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 22, +14 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b'\n'b'  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) \n'b'  3/day each :  control weather ,  darkness ,  dispel magic ,  dominate person ,  freedom of movement ,  suggestion  \n'b'  1/day :  storm of vengeance  \n'b'\n'b'  Legendary Resistance (3/day) . If Pazuzu fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . Pazuzu has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . Pazuzu\xe2\x80\x99s weapon attacks are magical. \n'b'  Unholy Aura . An unholy aura surrounds Pazuzu out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 22  Wisdom  saving throw. On a failed saving throw, the target is  frightened  for 1 minute. While  frightened , they are  paralyzed . A  frightened  target can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . Pazuzu makes two attacks with Carriontooth and two attacks with its claws. \n'b'  Carriontooth .  Melee Weapon Attack : +18 to hit, reach 10 ft., one target.  Hit : 38 (8d6 + 10) slashing damage plus 21 (6d6) necrotic damage. \n'b'  Claws .  Melee Weapon Attack : +15 to hit, reach 5 ft., one target.  Hit : 25 (4d8 + 7) slashing damage. \n'b'  Corrosive Gas (Recharge 5-6) . Pazuzu exhales a cloud of acidic gas in a 100-foot cone that spreads around corners. 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. \n'b'  Dominate Aerial Creature . 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. On a failed saving throw, the target is  charmed  by Pazuzu for 24 hours. The  charmed  target obeys Pazuzu\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. 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. Pazuzu can have up to six targets  charmed  at a time. If it charms another, it can end the  charmed  condition on one target of its choice. \n'b'  Summon (1/day) . Pazuzu summons 2d4 succubi, 1d4 nalfeshnees, 1d4 vrocks, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Pazuzu, but can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or Pazuzu is slain, or until Pazuzu takes an action to dismiss it. \n'b'\n'b' Legendary Actions \n'b' Pazuzu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Pazuzu regains spent legendary actions at the start of its turn. \n'b'\n'b'  Shriek . Pazuzu releases a blast of concussive sound in a 40-foot cone. Creatures within the area must make a DC 24  Strength  saving throw. On a failed saving throw, the target takes 26 (4d8 + 8) thunder damage and is pushed 15 feet. On a successful saving throw, the target takes half damage and is not pushed. \n'b'  Possess (Costs 2 Actions) . Pazuzu uses its  dominate person  innate spellcasting ability. If it casts it as a legendary action, it does not need to maintain concentration. \n'b'  Wing Attack (Costs 2 Actions) . Pazuzu beats its wings. 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\xc2\xa0 prone . Pazuzu can then fly up to half its flying speed. \n'b'\n'b' Lair Actions \n'b' On  initiative  count 20 (losing initiative ties), Pazuzu can take a lair action to cause one of the following effects; Pazuzu can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  Gale . 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). Any creatures within this area must make a DC 22  Strength  saving throw or be pushed 60 feet in a random direction and be forced\xc2\xa0 prone . If this would push that creature into a solid surface, the target takes 1d6 bludgeoning damage per 10 feet traveled. \n'b'  Insect Storm . Pazuzu causes a storm of swarming insects to fill a 30- foot cube. Until the next  initiative  count 20, that area is heavily  obscured , and all creatures within the cube treat the area as  difficult terrain . \n'b'\n'b' Regional Effects \n'b' The region containing Pazuzu\xe2\x80\x99s lair is warped by its magic, creating one or more of the following effects: Aviary. Avian creatures crowd into the area surrounding Pazuzu\xe2\x80\x99s lair and have advantage on saving throws against magical effects that charm or frighten them cast by creatures other than Pazuzu himself. \n'b'\n'b'  Tempests . Strong winds whip through the area around Pazuzu\xe2\x80\x99s lair, and lightning storms crash through the days and nights. \n'b'  Clairvoyance . Pazuzu can hear its name spoken by any creature in any language within 10 miles of its lair. It knows the exact location of the creature who spoke its name. \n'b'\n'b' About \n'b' This powerfully built humanoid has the head of a hawk and four great feathery wings spanning its shoulders. Its feathers are red and gold, fading to black at the tip. Its eyes are red and its hands and feet end in hawk-like talons. \n'b' Pazuzu is the demon prince of aerial creatures and is revered as such on both the Abyssal plane and the Material Plane. Unlike other demon princes, its lair is not confined to a single plane or multiple adjoining planes; Pazuzu rules the sky realms above all layers of the Abyss. (No demon prince has contested its rulership of the skies thus far.) \n'b' Pazuzu has a great many dealings with creatures on other planes, including devils. It seems to be on fairly good terms with several powerful dukes and arch-devils of Hell. Pazuzu never enters that plane but has been known to meet with such a duke on Acheron or Tarterus. \n'b' Pazuzu stands 8 feet tall and weighs 700 pounds. \n'b' Pazuzu prefers to use its spells and spell-like abilities, subjecting its opponents to a magical onslaught of great power. If cornered or forced into melee, it prefers to use its claws or weapon. If it is outclassed or overmatched, it summons aerial creatures and demons to his aid. \n'b' Servants of Pazuzu \n'b' Followers of Pazuzu are evil humanoids that respect and revere the air and sky. Devout followers of Pazuzu are called Aerial Lords and must sign a pact of evil with Pazuzu. \n'b' Special Equipment: Carriontooth \n'b' Weapon (greatsword), artifact (requires attunement) \n'b' This single-edged, blood-stained greatsword is the personal weapon of the demon lord Pazuzu. Legend has it Pazuzu created the weapon from the claw of a bird goddess it dueled and lost to before being trapped in the skies above the Abyss. Carriontooth is serrated and jagged, rending flesh as it slices and slashes. \n'b'  Attunement . If you attempt to attune to Carriontooth, your maximum  hit points  are reduced by 10 unless your alignment is chaotic evil. This reduction remains as long as you remain attuned to Carriontooth; magic cannot return the lost  hit points . \n'b'\n'b'  Magic Weapon . You gain a +3 bonus to attack and  damage rolls  made with this weapon. Carriontooth also functions as a  sword of sharpness , a  sword of wounding  and a  vicious weapon . \n'b'  Rend . You deal an additional 6d6 necrotic damage when you hit with Carriontooth. \n'b'\n'b'  Natural Enmity . Celestials of all kinds find Carriontooth abhorrent and are always hostile to you if you carry the weapon. \n'b'  Destruction . To destroy Carriontooth, it must be used to slay Pazuzu, and then returned to the bird goddess whose claw it was made from; the goddess needs to only touch it to undo the artifact.'