Pazuzu
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.
- HP
- 752 (35d10+560); regeneration (deific or mythic)
- AC
- 48, touch 38, flat-footed 39 (+4 deflection, +9 Dex, +10 natural, +16 profane, –1 size)
- Speed
- 60 ft., fly 150 ft. (perfect)
- Init
- +13; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +58
- Melee
- +5 anarchic keen unholy longsword +54/+49/+44/+39 (2d6+20/17–20), bite +49 (2d6+15), claw +49 (1d6+15), sting +49 (2d8+15 plus poison), 2 talons +49 1d6+15
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +35
- CMB
- +51 (+55 sunder)
- CMD
- 92 (94 vs. sunder)
- Fort
- +31
- Ref
- +32
- Will
- +35
- DR
- 20/cold iron, epic, and good
- SR
- 41
- Defensive Abilities
- Abyssal resurrection, avian mastery, freedom of movement
- Racial Modifiers
- +8 Perception
Weapons: Martial, Simple
Hear Name — 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 — Sting—injury; save Fort DC 43; frequency 1/round for 6 rounds; effect 1d6 Wisdom drain and nauseated; cure 3 consecutive saves.
Possession — 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 — 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 — 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.
demon lord traits
Bleeding Critical, Combat Expertise, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Improved Initiative, Improved Sunder, Improved Vital Strike, Multiattack, Power Attack, Quicken Spell-Like Ability (dominate person), Vital Strike
<p class="stat-block-1"> Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information.</p><p class="stat-block-2">The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.</p><p class="stat-block-2">You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.</p>
<p class="stat-block-1"> You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.</p>
<p class="stat-block-1"> You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.</p><p class="stat-block-2">You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.</p>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. </p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Acrobatics +47 (+59 when jumping), Bluff +51, Diplomacy +51, Fly +53, Intimidate +48, Knowledge (arcana) +49, Knowledge (local) +46, Knowledge (nature) +46, Knowledge (nobility) +46, Knowledge (planes) +49, Knowledge (religion) +46, Perception +58, Sense Motive +50, Spellcraft +49, Stealth +43, Survival +47, Use Magic Device +48
- Type
- Outsider
- Alignment
- CE
- Size
- Large
- Environment
- any (Abyss)
- Organization
- solitary (unique)
- Treasure
- triple (Scepter of Shibaxet, other treasure)
- Languages
- Abyssal, Auran, Celestial, Common, Draconic; telepathy 300 ft.
- Source
- Bestiary 4
Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.
-
Uses feat: Bleeding Critical (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Combat Expertise (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Combat Reflexes (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Craft Magic Arms and Armor (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Craft Rod (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Craft Wondrous Item (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Critical Focus (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Greater Sunder (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Greater Vital Strike (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Improved Initiative (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Improved Sunder (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Improved Vital Strike (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Power Attack (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Uses feat: Vital Strike (Feat)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Detect Good (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Detect Law (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Freedom Of Movement (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Speak With Animals (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: True Seeing (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Unholy Aura (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Astral Projection (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Blasphemy (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Control Winds (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Desecrate (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Dominate Person (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Dispel Magic, Greater (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Teleport, Greater (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Shapechange (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Telekinesis (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Unhallow (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Unholy Blight (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Dominate Person (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Symbol Of Persuasion (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Sympathy (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Whirlwind (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Dominate Monster (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Time Stop (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
-
Knows spell: Wish (Spell)Core content from Paizo Inc., reproduced by TheCrazyGM under OGL 1.0a — see the Section 15 notice.
This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.
How publishing works Browse worldsLoading references...