Narzugon

Narzugon

Medium fiend (devil)
Challenge

STR
5
DEX
1
CON
3
INT
3
WIS
2
CHA
4

112
15d8+45
22
Soak
3
Fort
+7
Ref
+7
Will
+7
Defense note plate, shield
Damage resistances acid, cold; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, charmed, frightened, poisoned

Speed 5 m.
Skills Athletics +9 (20), Brawn +9 (20), Perception +6 (17)
Senses darkvision 20 m.
Languages Common, Infernal, telepathy 20 m.

Diabolical Sense. The narzugon has advantage on Perception checks made to perceive good-aligned creatures.

Infernal Tack. The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.

Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects.

Maneuvers. The narzugon uses maneuvers (maneuver save Difficulty 18). It has 24 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: advance, block blow, charge, disorient, distant shot, goading strike, impale, knockback, lunge, shield bash, spring attack, sprint, trip, unwavering mark

2 stamina dice: precision, spellsplinter, vengeance

3 stamina dice: battle leader

Actions (4)

Hellfire Lance. Melee Weapon Attack: +9 to hit (with disadvantage if the target is within 1 meter), reach 2 m. Hit: 9 (1d8 + 5) piercing damage, or 13 (1d8 + 5 plus 1d6) piercing damage If you move at least 3 meters while mounted before your attack, plus 16 (3d10) fire damage. If this damage kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours.

If the creature isn’t revived before then, only a miracle or wish spell or killing the lemure and casting resurrection augmented to true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.

Hellfire Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 1 m. or range 5/20 m. Hit: 9 (1d8 + 5) piercing damage, or 10 (1d10 + 5) piercing damage if used with two hands to make a melee attack, plus 16 (3d10) fire damage. If this damage kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours.

If the creature isn’t revived before then, only a miracle or wish spell or killing the lemure and casting resurrection augmented to true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.

Infernal Command (1/turn). Each ally of the narzugon’s within 10 meters of it can’t be charmed or frightened until the end of its next turn.

Terrifying Command (1/turn). Each creature that isn’t a fiend within 10 meters of the narzugon that can hear it must succeed on a Difficulty 17 Will 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 Terrifying Command for 24 hours.

Infernal Healing (1/long rest). The narzugon, or one creature it touches, regains up to 100 health.

Lower planesmtof

Maneuvers

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack or missed by 4 or less that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a ranged weapon attack at double your weapon’s range and long range.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack to goad the creature into attacking you.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it has disadvantage on attacks made against a creature other than you for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failure, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die and can’t take reactions until the end of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.

On a success, it takes half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage, target a creature of a larger size, and push the creature an additional meter for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, make a weapon attack to menace the creature, foiling its attacks and punishing them for harming others.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it is marked by you for the duration. While marked, you have advantage on opportunity attacks made against the target and the target has disadvantage on any attack that doesn’t target you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The effect ends if you are incapacitated, someone else marks the creature, you attack or damage any other creature, if you cast a spell or use a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 5 meters away from the target.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you make a weapon attack against a creature, you can strike precisely. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

As a reaction, which you use when a creature within your weapon’s reach casts a spell, make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration or until you are incapacitated. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals 1d4 extra damage when it hits with a weapon attack.