NARZUGON
Paladins who make deals with devils and carry theirtwisted sense of honor into the afterlife are especiallyvaluable 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 knightserrant, roam across the infernal layers and other planes
to carry out the will of their masters.NARZUGON
Medium fiend (devil), lawful evilArmor Class 20 (plate armor, shield)Hit Points 112 (l 5d8 + 45)Speed 30 ft.STR20 (+5)DEX10 (+O)CON17 (+3)INT16 (+3)WIS14 (+2)CHA19 (+4)Saving Throws Dex +5, Con +8 , Cha +9Skills Perception +7Damage Resistances acid, cold; bludgeoning, piercing, andslashing from nonmagical attacks that aren't silveredDamage Immunities fire, poisonCondition Immunities charmed, frightened, poisoned,,..
Senses darkvision 120 ft., passive Perception 17Languages 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 savingthrows against spells and other magical effects.ACTIONSMultiattack. 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 soulrises from the River Styx as a lemure in Avernus in ld4 hours.If the creature isn' t revived before then, only a wish spell orkilling the lemure and casting true resurrection on the creature'soriginal body can restore it to life. Constructs and devils areimmune to this effect.Infernal Command. Each ally of the narzugon within 60 feet ofit 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 60feet of the narzugon that can hear it must succeed on a DC 17Charisma saving throw or become frightened of it for 1 minute.A creature can repeat the saving throw at the end of each of itsturns, ending the effect on itself on a success. A creature thatmakes a successful saving throw is immune to this narzugon'sTe 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 forgedin hellfire. T he soul of anyone killed by such a lance iss hunted to the River Styx for rebirth as a lemure. Eachlance is unique to its owner, bearing the marks of boththe narzugon and its master.Nightmare Riders. Each narzugon claims a night-
mare as its mount. These nightmares are bound byinfernal tack (see the sidebar) and must respond to s um-
mons and commands from the wearer of the spurs.MAGIC ITEM: INFERNAL T ACKWondrous item, legendary (requires attunement by a creatureof evil alignment)A narzugon binds a nightmare to its service with infernaltack, which consists of a bridle, bit, reins, saddle, stirrups,and spurs. A nightmare equipped with infernal tack mustserve whoever wears the spurs until the wearer dies or thetack is removed.You can use an action to call a nightmare equipped withinfernal tack by clashing the spurs together or scrapingthem through blood. The nightmare appears at the start ofyour next turn, within 20 feet of you. It acts as your ally andtakes its turn on your initiative count. It remains for 1 day,until you or it dies, or until you dismiss it as an action. Ifthe nightmare dies, it reforms in the Nine Hells within 24hours, after which you can summon it again.The tack doesn't conjure a nightmare from thin air; onemust first be subdued so the tack can be placed on it. Nonightmare accepts th is forced servitude willingly, but someeventually form strong loyalties to their masters and be-come true partners in evil.CHAPTER 6 I BESTIARY