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PAZUZU for use with Call of Cthulhufrom Delta Green: EquinoxThis little-known demon from Babylonian myth was represented as a very thin, emaciated man with the feet and wings of an eagle, and the forepaws and head of a lion. He is nearly always shown with the right paw raised and the left held at his side. The demon first appeared in early Babylonian myth in the guise of the "storm-bird" Zu, who stole the Tablets of Destiny from the dragoness Tiamat. In the later Babylonian civilization, he once again appeared, this time under the name of Pazuzu, and was said to be the child of the chief wind-demon, Hanpa. When Pazuzu is summoned by worshippers, he appears in a statuesque form, frozen into the position described above. After 1D4 rounds, however, he metamorphoses out of the statue form to his living form. In this form, he is fully capable of movement. Several metal amulets depicting Pazuzu have been found. In all of these amulets, he is represented as appearing similar to the above description. Of these small (a few inches in height) amulets, an occasional magical one is found. The attached photograph depicts a non-magical amulet found in Iraq. The demon is aware whenever one of these amulets is handled. When this happens, an effective Mind Exchange spell is cast--usually it is the discoverer who is possessed, although not always. In cases of possession, Pazuzu's victims use the demon's STR, CON, INT, and POW. Pazuzu's worship has died off, for the most part, although isolated groups of worshippers can still be found in the Middle East, particularly among the violently anti-Israeli Sons of al-Azrad, reputedly sponsored by the Karotechia. Worship remains strong among ghouls, particularly those of European and Asian areas surrounding the Middle East. Some more enlightened New World ghouls worship Pazuzu, although most do not. The Utukku, a race serving Pazuzu, are believed to be relatives or possibly a subspecies of ghoul.
PAZUZU, The Eagle, Unique Being
The Utukku
El Qishara
SPELLS OF THE PAZUZU CULT Call/Dismiss Pazuzu: This spell functions identically to the Call/Dismiss spells outlined in CoC5. It must be cast, however, in a desert or otherwise arid region. If the caster is in close proximity to an image of Pazuzu, the spell's chance of success increases by +20%; if an enchanted amulet, +25%. Enchant Pazuzu Amulet: Used to make an enchanted amulet for either summoning of the Utukku or Pazuzu himself, as well as possession attacks. Requires the sacrifice of an animal of at least SIZ 6, with whose blood an image of Pazuzu must be anointed. The caster loses 1D4 temporary magic points, 2 POW, and 7 Sanity. Summon/Bind Utukku: This spell functions as does a normal Summon/Bind spell. Like Call/Dismiss Pazuzu, an image of Pazuzu increases the chance of success by +20%.
Pazuzu (Prince of the Lower Aerial Kingdoms) from Monster Manual 2 for use with Advanced Dungeons and Dragons 1st Edition![]() Frequency: Unique
Pazuzu, or Pazzuzeus, is unlike all other lords of the Abyssal Planes in that he rules the skies above all of the layers, at least to some extent. He differs in several other ways as well. Pazuzu does not compete for rulership on any plane or in any place, for he considers himself above competition. Instead, he treats all those with power on the lower planes equally (if not actually regarding them as equals). Pazuzu can travel freely in the whole of the Lower Outer Planes and is known to be on amicable terms with mighty daemons and the dukes of Hell. Pazuzu is also able to enter the Prime Material Plane at will. Whether he does this by means of his own power or some secret artifact is under question. Pazuzu is lord of all evil flying creatures, and those under 5 hit dice will obey his every command if he is within sight of them. The main efforts of Pazuzu are devoted to the Prime Material Plane. There he uses his power to gain followers and servants. His especial joy is to turn lawful good clerics and paladins from their alignment to his own service. This he accomplishes by first causing them to speak his name aloud 3 times in succession. The alignment change does not occur yet, but the summons brings Pazuzu to the person speaking. Pazuzu then explains that the summoner may clal upon him for aid at any time. Pazuzu may in turn ask a service immediately or demand it after his aid has been given. Compliance with any request or demand of Pazuzu will then change the alignment of the servitor. All such actions tend to bring chaos but not always direct evil. Although chaotic, Pazuzu will help those obeying and serving him if it suits his purpose or amuses him at the time. Of course, the more frequently service is rendered, the greater the evil, and the more evil the servants become. It is said that Pazuzu has a great sense of humor, and at times he has not taken umbrage at a check or defeat dealt to him, particularly if the opponents were clever and intelligent and managed to outwit him. In addition to the powers typical of all demons, Pazuzu has the following spell-like abilities which he is able to employ at will, 1 at a time, 1 per round: astral travel, call lightning, control weather, darkness (within a 20-foot radius), flesh to stone, shape change, statue, symbol (1 each of pain, hopelessness, death), tongues, unholy word, wind walk, wish once per day. Pazuzu also has a breath weapon, and he is able to employ it 3 times per day, causing 1 of each of the following breath effects: creeping doom, insect plague, poison gas (size equal to green dragon breath). In defense, Pazuzu will seldom eploy a weapon, preferring to send his bodyguard (typically 6 Type VI demonds [not those listed in MONSTER MANUAL 1]) and use his spell-like abilities or mental (psionic) powers. HE can summon 4-16 harpies (50%), 3-12 perytons (25%), or 3-12 gargoyles (25%) with 90% probability. Pazuzu can also gate in 1-4 succubi with 75% probability once per day. In general, pazuzu prefers to play with and torment victims and opponents rather than use radical attack forms except in life or death situations. Pazuzu has double normal infravision and ultravision. He regenerates at the rate of 1 hit point per round. Pazuzu can appear as nearly any creature, although he generally takes the form of either a human or some creature of the air. In his true form he appears as a tall humanoid with 4 wings. Although he is handsome, his features betray a great evil, and his eyes glow red. Pazuzu has a noble brow and large head, a squat muscular body, and taloned, avian feet. PAZUZU, DEMON PRINCE OF THE LOWER AERIAL KINGDOMS from YET MORE ARCHFIENDS by Monte Cook for use with Dungeons and Dragons 3rd EditionLarge Outsider (Chaotic, Evil) Hit Dice: 33d8+330 (478 hp)
Pazuzu, known to some as Pazrael or Pazuzeus, is a unique demon lord in that he does not rule a layer of the Abyss. Instead he oversees a portion of almost every layer: the sky above. Also unlike his fellow princes, he does not war with other demon lords. All treat him with roughly equal amounts of resentment and grudging respect. One cannot dispute Pazuzu’s power, but he is not in the same league physically as the most powerful princes, Demogorgon and Orcus. He maintains no permanent lair, although he occasionally resides in the highest Abyssal mountain peaks or rocky crags, or in the floating palaces of the evil cloud giants that pay him homage. Known as the Demon Prince of the Lower Aerial Kingdoms or Demon Prince of the Air, Pazuzu concerns himself mainly with the Material Plane. He goes there more often than most demon princes. And, more than any other prince, he enjoys tempting or tricking those of good alignment to fall to evil. Pazuzu is a 7-foot-tall humanoid with four dark, feathered wings. His large head also bears a bit of plumage, as well as massive red eyes and a sharp, toothfilled, beaklike mouth. The Demon Prince of the Air uses a swooping bird of prey as his symbol. Combat
Breath Weapon (Su): Pazuzu can breathe a 30-foot cone of acidic gas and insects that deals 14d6 points of damage (Reflex DC 36 half ) and also has the effects of a creeping doom spell. (The insects are immune to the effects of the acidic gas.) Once he uses his breath weapon, he must wait 1d4 rounds before doing so again. Improved Grab (Ex): If Pazuzu hits a Medium-size or smaller opponent with a bite attack, he deals normal damage and attempts to start a grapple without provoking an attack of opportunity (grapple bonus +47). If he gets a hold, he can also rake in the same round. Thereafter, Pazuzu has the option to conduct the grapple normally, or simply use his jaws to hold the opponent (-20 penalty on grapple check, but Pazuzu is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals bite damage. Pounce (Ex): Should Pazuzu attack a foe from the air during the first round of combat, he can make a full attack, even though he has moved. Rake (Ex): If attacking from the air, Pazuzu can make two rake attacks with his legs (+41 melee) for 2d8+5 points of damage each. If he pounces on an opponent or gets a hold with his improved grab ability, he can also rake. Spell-Like Abilities: At will- blasphemy, call lightning, control weather, control winds, deeper darkness, desecrate, detect good, detect law, detect thoughts, greater dispelling, greater magic fang, improved invisibility, shapechange, suggestion, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, wind wall; 1/day—meteor swarm. Caster level 20th; save DC 20 + spell level. Blindsight (Su): By detecting subtle movements in the air, Pazuzu is aware of all things around him in a 100-foot radius. Invisibility and darkness are irrelevant, though he still can’t discern ethereal beings. Pazuzu usually does not need to make Spot or Listen checks to notice creatures within range of his blindsight ability. Fast Healing (Ex): Pazuzu regains hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow him to regrow or reattach lost body parts. Greater Magic Fang: Pazuzu carries this permanent spell effect (caster level 20th) on each of his two front claws and on his jaws. The effect adds a +5 bonus to attack and damage rolls (already figured into the statistics above). Should someone dispel it, he can use his own spell-like ability to replace the effect. Outsider Traits: Pazuzu has darkvision (60-foot range). He cannot be raised or resurrected. Summon Aerial Monster (Sp): Once per day Pazuzu can summon 2d6+3 gargoyles, 1d6+3 harpies, 1d4 manticores, or 1 wyvern automatically. These particularly strong creatures enjoy maximum hit points and a +1 bonus to attack and damage rolls. Summon Tanar’ri (Sp): Once per day Pazuzu can summon 1d4+1 succubi, 1d2+1 vrocks, or 1 balor automatically. Tanar’ri Traits: Pazuzu is immune to poision and electricity. He has acid resistance 20, cold resistance 20, and fire resistance 20. Pazuzu can communicate telepathically with any creature within 100 feet that has a language (except dretches). *Skills: Pazuzu gains a +10 bonus to Spot checks made while in the air, and a +10 bonus to Animal Empathy and Handle Animal skill checks used with any winged creature. The Goals of Pazuzu
The Cult of Pazuzu
Pazuzu encourages his priests to use their powers to corrupt the souls of good creatures. He enjoys it when they sacrifice good creatures that prove beyond temptation on altars dedicated to him. His temples usually lie deep in the wilderness, atop high cliffs or rugged mountain peaks unreachable except by those capable of flight or similar means of travel. His priests wear multicolored robes, often with feathers stitched into the fabric, or they wear nothing. They sometimes refer to themselves as the Talons of Pazuzu. Clerics affiliated with Pazuzu usually have access to the Evil, Demonic, and Air domains. Cultists
Agribrulix: Female harpy Clr 6; CR 10; Mediumsize monstrous humanoid; HD 7d8+7 plus 6d8+6; hp 82; Init +3; Spd 20 ft., fly 80 ft. (average); AC 17, touch 13, flat-footed 14; Atk +16 melee (1d3+5, 2 claws), or +15/+10/+5 ranged (1d8+5/x3, +1 mighty composite longbow [+4 Str bonus]); SA Captivating song, rebuke undead 9/day; SQ Darkvision 60 ft.; AL NE; SV Fort +8, Ref +10, Will +12; Str 19, Dex 17, Con 13, Int 8, Wis 15, Cha 22. Skills and Feats: Bluff +12, Concentration +4, Diplomacy +8, Intimidate +8, Knowledge (arcana) +3, Listen +9, Perform (buffoonery, chant, epic, limericks, melody, ode, storytelling) +13, Spot +8; Dodge, Flyby Attack, Martial Weapon Proficiency (composite longbow), Thrall to Demon. Captivating Song (Su): When Agribrulix sings, every creature within 300 feet must succeed at a Will save (DC 19) or become utterly captivated. This charm effect follows the rules for a spread. If the save succeeds, Agribrulix’s song cannot affect that creature again for one day. A captivated victim walks toward Agribrulix, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, etc.), the creature gets a second saving throw. Captivated creatures can take no other actions other than to defend themselves. A victim within 5 feet of Agribrulix stands there and offers no resistance to her attacks. The effect continues for as long as she sings. Spells Prepared (5/5/5/3; save DC 12 + spell level): 0- create water, cure minor wounds, detect magic, guidance, resistance; 1st- command, demonflesh* **, divine favor, endure elements, shield of faith; 2nd- bull’s strength, darkness, endurance, hold person, wind wall*; 3rd- cure serious wounds, dispel magic, gaseous form*. *Domain Spell. Domains: Air (turn or rebuke earth creatures 3/day), Demonic (gain +1 bonus to attack and damage when fighting unarmed). Possessions: Bracers of armor +3, +1 mighty composite longbow (+4 Str bonus), 24 arrows, potion of see invisibility, scroll of boneblade**. The Servants of Pazuzu
Six Wings of Pazuzu (6): Male balor Ftr 5; CR 23; Large outsider (chaotic, evil); HD 13d8+78 plus 5d10+30; hp 193; Init +5; Spd 40 ft., fly 90 ft. (good); AC 43, touch 10, flat-footed 42; Atk +24 melee (1d6+7 plus fear, 2 slams), or +24/+19/+14/+9 melee (2d6+10/17-20, +1 vorpal greatsword) and +23 ranged (1d2+3 plus entangle, whip); Face/Reach 5 ft. by 5 ft./10 ft. (15 ft. with whip) ft.; SA Body flames, entangle, fear, spell-like abilities; SQ Death throes, detect magic, DR 30/+3, outsider traits, see invisibility, SR 28, summon tanar’ri, tanar’ri traits; AL CE; SV Fort +18, Ref +10, Will +14; Str 24, Dex 12, Con 23, Int 20, Wis 21, Cha 18. Skills and Feats: Bluff +19, Concentration +21, Craft (weaponsmithing) +12, Diplomacy +15, Hide +13, Intimidate +6, Knowledge (the planes) +17, Listen +28, Move Silently +11, Scry +21, Search +20, Sense Motive +25, Spellcraft +21, Spot +29; Ambidexterity, Cleave, Great Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Two-Weapon Fighting, Weapon Focus (whip), Weapon Focus (greatsword), Weapon Specialization (greatsword). 8 Body Flames (Su): A wing of Pazuzu can wreathe its body in roaring flames as a free action. It suffers no harm, but anyone grappling with it takes 4d6 points of fire damage each round. Entangle (Ex): A wing of Pazuzu’s whip entangles foes much like an attack with a net. The whip has a maximum range of 40 feet, with a range increment of 10 feet, and 20 hit points. The whip needs no folding. If it hits, the target and the wing of Pazuzu immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see Body Flames). The target remains anchored against the wing of Pazuzu’s body until it escapes the whip. Fear (Su): Any creature hit by a wing of Pazuzu’s slam attack must succeed at a Will save (DC 20) or flee in terror for 1d6 rounds. Spell-Like Abilities: At will—blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 lb. of objects only), tongues (self only), unhallow, unholy aura, unholy blight, wall of fire; 1/day—fire storm, implosion. Caster level 20th; save DC 14 + spell level. Death Throes (Ex): When killed, a wing of Pazuzu explodes in a blinding flash of light that deals 50 points of damage to everything within 100 feet (Reflex DC 22 half ). Detect Magic (Su): A wing of Pazuzu continuously detects magic as the spell (caster level 20th). Outsider Traits: A wing of Pazuzu has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life). See Invisibility (Su): A wing of Pazuzu can continuously use a see invisibility effect as the spell (caster level 20th). Summon Tanar’ri (Sp): Once per day, a wing of Pazuzu can automatically summon 1d4 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. Tanar’ri Traits: A wing of Pazuzu is immune to poision and electricity. It has acid resistance 20, cold resistance 20, and fire resistance 20. A wing of Pazuzu can communicate telepathically with any creature within 100 feet that has a language (except dretches). Skills: Balors receive a +8 racial bonus to Listen and Spot checks. Possessions: +1 vorpal greatsword, +5 full plate armor, whip. ![]() Pazuzu and Miki | Sleeping Dogs Live! (requires Java) | Pazuzu and Miki Photo Album | Why Pazuzu? | Pazuzu RPG |