Bewitch Aerial Creature (Recharges After Long Rest). The thrall of pazuzu selects a creature with a fly speed it can see within 60 feet. The aerial creature must succeed at a DC 12 Wisdom saving throw, with advantage if the creature is hostile (which will always be the case if the thrall or their allies are fighting it). If it fails the saving throw, it is charmed by the thrall for 1 hour during which it regards the thrall as a friendly acquaintance.
The thrall can use an action to compel a bewitched aerial creature to perform a specific action, such as "charge that creature and attack it", "pick up this object and follow me" or "go to that wall and pull the leftmost lever". The creature makes a DC 12 Wisdom saving throw. If it fails, it must use its reaction to move up to its speed and make a melee attack (or another action of similar complexity) as the thrall directed. If the save succeeded, the creature falls prone and makes another Wisdom saving throw which ends the charm effect if it succeeds.
Each time the charmed creature takes damage, it makes a new Wisdom saving throw. The effect ends if the save succeeds.
An aerial creature knows it was charmed by the thrall when the effect ends. If the creature ended the charm with a successful Wisdom save, it becomes immune to the thrall's bewitchment for the next 24 hours.