Homebrew/PFB4
Innate Spellcasting. Pazuzu's spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
Hear Name. Pazuzu hears his name when spoken, regardless of distance or planar boundaries. If a creature speaks the name “Pazuzu” aloud thrice within 1 minute (hereafter "the caller"), Pazuzu learns the caller's name and precise location. Pazuzu can also perceive through the caller's senses for up to 60 rounds (10 minutes) while remaining aware of his surroundings. The connection ends early if voluntarily closed by Pazuzu, requiring no action. Once per long rest, if Pazuzu is on the same plane as the caller, he can immediately attempt to possess that creature.
Corruptive Wishcraft. A creature that accepts a wish from Pazuzu immediately becomes chaotic evil unless it succeeds a DC 21 Wisdom save. A creature that becomes chaotic evil in this way gains a +2 bonus to attack rolls, skill checks, and saving throws for 1 week, followed by a -2 penalty to attack rolls, skill checks, and saving throws for 1d6 months as crushing despair sets in.
Legendary Resistance (3/Day). If Pazuzu fails a saving throw, he can choose to succeed instead.
Magic Resistance. Pazuzu has advantage on saving throws against spells and other magical effects.
Magic Weapons. Pazuzu’s weapon attacks are magical.
Nimble Leap. Pazuzu's jump distance is determined by his Dexterity ability score.
Ruler of the Roost. The first time a creature with a natural fly speed and a CR of 20 or less attempts to attack Pazuzu on its turn must attempt a DC 21 Wisdom saving throw. On a failure, the creature must redirect the attack or lose it and the creature cannot target Pazuzu with an attack for the remainder of the round. Once a creature succeeds at this save, it is immune to this effect for 24 hours.
Multiattack. Pazuzu makes three attacks: one with his Beak and two with his Talons, or casts a spell and makes one Talon attack.
Beak. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 8) piercing damage plus 13 (3d8) necrotic damage.
Talon. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 8) slashing damage plus Pazuzu's choice of 10 (3d6) lightning or thunder damage.
Howling Gale (Recharge 5-6). Pazuzu exhales a cyclone of wind a in a 100-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Strength saving throw. On a failure, a creature takes 56 (16d6) thunder damage, is pushed 40 feet away from the Howling Gale, and knocked prone. On a successful save, a creature takes half as much damage with no other effects.
Possession (1/day). Pazuzu can attempt to possess a single living creature he can see within 60 feet, or a creature within 1 mile provided he knows the target’s name. The creature must succeed on a DC 21 Charisma saving throw or be possessed. A creature that is lawful or good has a +5 bonus on this saving throw (these bonuses are cumulative for a LG creature). A creature whose true name is known to Pazuzu has a -10 penalty on the saving throw.
While possessing a creature, Pazuzu automatically knows every thought that creature has. He can use this connection to issue commands to the creature while he is conscious (no action required), which it does its best to obey in the spirit the order was given. With a bonus action, Pazuzu can sense the creature’s surroundings using that creature’s senses. Using his action, he can also take total and precise control of the possessed creature. Until the end of his next turn, the possessed creature takes only the actions he chooses, and doesn't do anything that he doesn't allow it to do. Pazuzu can also channel any of his spells through a possessed target by using his action and the possessed creature's reaction.
Possession is permanent, but Pazuzu may only possess one creature at a time. When Pazuzu isn’t actively commanding or controlling the target, it acts as normal. Dispel evil and good or similar effects end the possession effect. The target is immune to Pazuzu's Possession for the rest of its life after succeeding on the saving throw or after the possession ends.
Cloud Cover. When a creature damages Pazuzu with a melee attack, he can use use his reaction to instantly summon a 10-foot wide, 15-foot long fog bank within 5 feet of him. The fog spreads around corners, and its area is heavily obscured. It lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Legendary Actions (3/round). Pazuzu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Pazuzu regains spent legendary actions at the start of his turn.
Disarm. Pazuzu attempts to knock a weapon out of a target's hand. He makes a Talon attack against the target and if the attack hits, target does not take damage but instead must make a DC 21 Strength saving throw. If the target fails the saving throw, the targeted weapon flies 10 feet away in a random direction.
Lethal Leap. Pazuzu attacks once with his Beak or Talon and then may fly up to half his speed away without provoking opportunity attacks.
Wingbeat. Pazuzu beats his wings. Each creature within 15 feet must succeed on a DC 21 Strength saving throw or be knocked prone. Pazuzu can then fly up to half his flying speed without provoking opportunity attacks.
Cast a Spell (Costs 2 Actions). Pazuzu casts a spell from his Innate Spellcasting list.
Lair Actions On initiative count 20 (losing initiative ties), Pazuzu can use one of the following effects. The same effect may not be used two rounds in a row:
Gather. A vacuum pulls all creatures within a 20 foot radius sphere of a point Pazuzu chooses within 60 feet. Each creature in the area must make a DC 21 Strength save or be pulled up to 20 feet toward that center and take 14 (4d6) bludgeoning damage. On a successful saving throw, a creature takes half damage and is not pulled.
Vertigo. Each creature of Pazuzu’s choice within 60 feet must succeed on a DC 21 Wisdom saving throw or be poisoned until the end of its next turn.
Storm Winds. Gale-force winds whip across the battlefield. Until the next initiative count 20, all ranged attacks have disadvantage, and flying creatures of Pazuzu's choice must make a DC 18 Strength saving throw or be pushed 30 feet straight down.
The area within 6 miles of Pazuzu's lair is warped by his malevolent presence, creating one or more of the following regional effects:
Unclean Skies. The sky becomes unnaturally turbulent. Storm clouds in black, blue, and greenspiral in impossible patterns and lightning strikes take the shape of wings or talons.
Dark Tidings on Dark Wings. Birds and flying creatures become agents of Pazuzu's will. Any beast with a natural fly speed becomes hostile to non-evil creatures and is under the DM’s control. In addition, Pazuzu may use Animal Messenger with a range of 6 miles as his envoys.