Mordenkainen's Tome of Foes

(Nancy Kaufman) #1

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
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