5e: Demon Lords — Pazuzu

Another big player in my tabletop campaign is the Demon Lord Pazuzu. The campaign’s main villains are the Aeree-Quor, members of one of the Forgotten Realms’ creator races. The Aeree-Quor turned away from their gods to worship Pazuzu in exchange for dark powers. In my campaign the Aeree-Quor fled south when the empires of the Aeree fell, eventually winding up in Osse. After a protracted war they defeated the Sarrukh who were already living there, led a campaign of extermination against the dragons of the continent, and then ruled the continent for millenia… until the Tethyrian expedition arrived on Osse’s shores.

As a creator race, the Aeree-Quor are responsible for making a number of servitor races that have spread throughout the continent, spreading the worship of Pazuzu with them. Therefore, the continent has become an important focal point for his power on Toril. When the Aeree and their servants pray to him for assistance against the interlopers, he responds. Though the party have yet to directly feel the effects of his actions yet, he has already taken some steps in the background.

The more I researched Pazuzu for my game, the more fascinating I found him. Here is a demon lord who survived the fall of the Obyrith and the rise of the Tanar’ri. Here is a demon lord who claims the skies and aerial demons of all the infinite layers of the abyss as his own. Here is a demon, in short, who logically must be one of the strongest demons in existence, perhaps even having a stronger claim to the title of Prince of Demons than Demogorgon. And yet he seems to have no interest in claiming it,  or joining in the petty squabbles of Demogorgon, Graz’zt, and others. More interestingly still, Asmodeus of all entities owes him an incalculable debt, for it was Pazuzu who provided the gemstone for the archdevil’s ruby rod. This demon is clearly a mover and shaker—one to watch! He’s certainly become my personal favourite of the abyssal crowd.

The party probably won’t ever have to fight Pazuzu directly, but I’m not ruling it out.

    Large fiend, chaotic evil

    Armor Class

    20 (natural armor, fiendish blessing)

    Hit Points

    744 (48d20 + 240)


    60 ft., fly 120 ft.

    18 24 20 20 18 20

    Saving Throws

    Str +12, Dex +15, Wis +12, All others +13


    Str-based +12, Dex-based +15, Wis-based +12, All others +13

    Damage Resistances

    cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

    Damage Immunities

    fire, poison

    Condition Immunities



    true sight within line of sight.


    All, telepathy within line of sight.


    27 (105,000 XP)

    Aura of Avian Command.

    Any evil creature with a fly speed and a Challenge Rating lower than Pazuzu’s own must make a DC 23 Wisdom saving throw when they approach within 120 feet of Pazuzu. On a failed saving throw their movement immediately ends, and they cannot attack Pazuzu. The affected creature may take non-offensive actions or offensive actions towards someone other than Pazuzu normally. If the creature remains within Pazuzu’s Aura of Avian Command until the end of its next turn, it must then make a second DC 23 Wisdom saving throw or be permanently charmed by him.On a successful saving throw, the target is immune to the effect for 24 hours.

    Demon Lord’s Power.

    Pazuzu’s spellcasting ability is Charisma (Save DC 23). He can reproduce the effects of any spell, requiring no material components, but is limited by the number of spells he can cast per long rest:

    At will: Any 5th-level or lower spell, as well as True Polymorph on himself only.
    2/long rest: Any 6th-level spell.
    1/long rest: Any 7th-level spell.

    Demon Lord’s Resilience.

    Pazuzu adds his proficiency bonus to all saving throws. He does not need to eat, drink, breathe, or sleep, but can do any of these if he wishes. Magic cannot put him to sleep, and he cannot be polymorphed or scried unless he wishes it. His maximum hit points cannot be reduced (such as by a wraith’s Life Drain ability).

    Fiendish Blessing.

    Pazuzu’s AC includes his Charisma bonus.

    Fiendish Mastery.

    Pazuzu adds his proficiency bonus to all ability checks.

    Freedom of Movement.

    Pazuzu ignores difficult terrain, and magical effects can’t reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

    Fiendish Speed.

    Pazuzu may spend a bonus action to dash or disengage.

    Legendary Resistance (3/long rest).

    If Pazuzu fails a saving throw, he can choose to succeed instead.

    Master Manipulator.

    Pazuzu has advantage on his Charisma-based spell attack rolls as well as any ability checks he makes pertaining to social interactions. As a bonus action, Pazuzu may switch places with any creature he can see within 30 feet. 

    Tempter of Fate.

    A mortal that speaks Pazuzu’s name three times automatically establishes a link between itself and the Prince of Anarchy, creating a telepathic bond between them for as long as both the caller and Pazuzu will it. While in communication with this creature, Pazuzu instantly gains the benefits of detect thoughts and discern lies against it and may immediately discern its alignment. In this fashion, he determines his level of interest in the subject.

    If he then wishes, Pazuzu may create an illusory duplicate of himself at the caller’s location (regardless of distance or plane) through which he is able to cast spells. He may also cast wish up to once per minute either in person or through his duplicate, as long as the wish is made on behalf of someone whose soul he is corrupting.



    Pazuzu makes two attacks each with all four of his kukri, and a single attack with his tail sting.

    Lamashtu’s Teeth (kukri).

    Melee or Ranged Weapon Attack: +17 to hit, reach 10 ft. or range 60 ft., one target. Hit: 13 (1d6 +7 +3 magical) slashing damage. Lamashtu’s Teeth return to Pazuzu once thrown, and they ignore resistance to slashing damage.

    Tail Sting.

    Melee Weapon Attack: +11 to hit, reach 15 ft, one target. Hit: 11 (2d6 +4) piercing damage, and the target must make a DC 23 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. Pazuzu’s tail ignores resistance to piercing damage.


    Wing Shield.

    Once per round, when hit by an attack, Pazuzu may use his reaction to block it with his four wings. He makes a Dexterity saving throw (DC equals the attack roll). On a success the attack is negated.

    Legendary Actions


    Pazuzu makes an attack with one of Lamashtu’s Teeth.


    Pazuzu makes a Wisdom (Perception) check.


    Pazuzu moves up to half his speed.

    Battering Winds (costs 2 legendary actions).

    Pazuzu summons powerful winds. Each creature within 10 feet of Pazuzu must succeed on a DC 23 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Pazuzu can then fly up to half his flying speed.

    Tail Sting (costs 2 legendary actions).

    Pazuzu makes an attack with his tail sting.