Kryx RPGThemesMonsters

Narzugon

Medium fiend (devil)
Challenge
13 (10,000 XP)

STR
5
DEX
0
CON
3
INT
3
WIS
2
CHA
4

112
15d8+45
20
Soak
3
Fort
+8
Ref
+7
Will
+8
Defense note plate, shield
Damage resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities charmed, frightened, poisoned

Speed 9 m.
Senses darkvision 35 m., passive Perception 17
Skills Perception +7
Languages Common, Infernal, telepathy 35 m.

Dashing Strike. If the narzugon uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

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

Multiattack. The narzugon uses its Infernal Command or Terrifying Command. It also makes three melee attacks.

Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 1.5 m. Hit: 9 (1d8 + 5) piercing damage, 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 1.5 m. or range 9/35 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. Each ally of the narzugon within 18 meters of it can’t be charmed or frightened until the end of the narzugon’s next turn.

Terrifying Command. Each creature that isn’t a fiend within 18 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.

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