Kryx RPGThemesCreatures
Narzugon

Narzugon

Medium fiend (devil)
Challenge
13

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

112
15d8+45
22
Soak
3
Fort
+8
Ref
+8
Will
+8
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 Insight +2 (13), Perception +7 (18)
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.

Actions (4)

Hellfire Lance. Melee Weapon Attack: +10 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 2 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 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: +10 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 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 within 10 meters of it can’t be charmed or frightened until the end of the narzugon’s 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 DC 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.

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

mtof

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9