NARZUGON
Paladins who make deals with devils and carry their
twisted sense of honor into the afterlife are especially
valuable to the archdukes of the Nine Hells, who want
unques tioning champions to lead their legions in war.
These narzugons, wielding lances of hellfire and riding
nightmare steeds like horrific perversions of knights
errant, roam across the infernal layers and other planes
to carry out the will of their masters.
NARZUGON
Medium fiend (devil), lawful evil
Armor Class 20 (plate armor, shield)
Hit Points 112 (l 5d8 + 45)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+O)
CON
17 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
19 (+4)
Saving Throws Dex +5, Con +8 , Cha +9
Skills Perception +7
Damage Resistances acid, cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
,,..
Senses darkvision 120 ft., passive Perception 17
Languages Common, Infernal, telepathy 120 ft.
Challenge 13 (10, 000 XP)
I •
Diabolical Sense. The narzugon has advantage on Wisdom
(Perception) checks made to perceive good-aligned creatures.
Infernal Tack. The narzugon wears spurs that are part of infer-
nal tack, which allow it to summon its nightmare companion.
Magic Resistance. The narzugon has advantage on saving
throws against spells and other magical effects.
ACTIONS
Multiattack. The narzugon uses its Infernal Command or Terri-
fying Command. It also makes three hellfire lance attacks.
Hel!fire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 11 (ldl2 + 5) piercing damage plus 16 (3dl0)
fire damage. If this damage kills a creature, the creature's soul
rises from the River Styx as a lemure in Avernus in ld4 hours.
If the creature isn' t revived before then, only a wish spell or
killing the lemure and casting true resurrection on the creature's
original body can restore it to life. Constructs and devils are
immune to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of
it can't be charmed or frightened until the end of the narzu-
gon's next turn.
Terrifying Command. Each creature that isn' t a fiend within 60
feet of the narzugon that can hear it must succeed on a DC 17
Charisma saving throw or become frightened of it for 1 minute.
A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. A creature that
makes a successful saving throw is immune to this narzugon's
Te rrifying Command for 24 hours.
Healing (1/Day). The narzugon, or one creature it touches, re-
gains up to 100 hit points.
Death in Hellfir e. A narzugon's lance s are forged
in hellfire. T he soul of anyone killed by such a lance is
s hunted to the River Styx for rebirth as a lemure. Each
lance is unique to its owner, bearing the marks of both
the narzugon and its master.
Nightmare Riders. Each narzugon claims a night-
mare as its mount. These nightmares are bound by
infernal tack (see the sidebar) and must respond to s um-
mons and commands from the wearer of the spurs.
MAGIC ITEM: INFERNAL T ACK
Wondrous item, legendary (requires attunement by a creature
of evil alignment)
A narzugon binds a nightmare to its service with infernal
tack, which consists of a bridle, bit, reins, saddle, stirrups,
and spurs. A nightmare equipped with infernal tack must
serve whoever wears the spurs until the wearer dies or the
tack is removed.
You can use an action to call a nightmare equipped with
infernal tack by clashing the spurs together or scraping
them through blood. The nightmare appears at the start of
your next turn, within 20 feet of you. It acts as your ally and
takes its turn on your initiative count. It remains for 1 day,
until you or it dies, or until you dismiss it as an action. If
the nightmare dies, it reforms in the Nine Hells within 24
hours, after which you can summon it again.
The tack doesn't conjure a nightmare from thin air; one
must first be subdued so the tack can be placed on it. No
nightmare accepts th is forced servitude willingly, but some
eventually form strong loyalties to their masters and be-
come true partners in evil.
CHAPTER 6 I BESTIARY