Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 20
Dexterity: 10
Constitution: 17
Intelligence: 16
Wisdon: 14
Charisma: 19
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Consitution: +8
Constitution: +9
Skills
perception: +12
Offense
Hellfire Lance
Circumstance: Melee
10 to hit, reach 10 ft., one target. (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature with a soul, the 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 true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.
Action
Multiattack
The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command.
Action
Infernal Command
Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn.
Action
Terrifying Command
Each creature within 60 feet of the narzugon that isn't a Fiend must succeed on a 17 Charisma saving throw or become frightened of the narzugon 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.
Action
Healing (1/Day)
The narzugon, or one creature it touches, regains 100 hit points.
Trait
Diabolical Sense
The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures.
Trait
Infernal Tack
The narzugon wears spurs that are part of infernal tack|MTF, which allow it to summon its nightmare companion as an action.
Trait
Infernal Tack
The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.
Trait
Magic Resistance
The narzugon has advantage on saving throws against spells and other magical effects.
Trait
Magic Resistance
The narzugon has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
22
Immunities
Damage Immunities
fire
poison
Immunities
Condition Immunities
charmed
frightened
poisoned
Resistances
acid
cold
bludgeoning (from nonmagical attacks that aren't silvered)
piercing (from nonmagical attacks that aren't silvered)
slashing (from nonmagical attacks that aren't silvered)
Senses
darkvision 120 ft.
Languages
Common
Infernal
telepathy 120 ft.
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. These narzugons act as horrific perversions of knights errant, carrying out their masters' will.
Narzugons wield hell-forged lances that shunt the souls of any they killed to the River Styx for rebirth as lemure||lemures. Every lance bears the marks of both a narzugon and its master.
Each narzugon claims a nightmare as its mount. These steeds are bound by infernal tack|MTF and must respond to the summons and commands of the spurs' wearer.
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 unquestioning 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.
Death in Hellfire
A narzugon's lances are forged in hellfire. The soul of anyone killed by such a lance is shunted 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 nightmare as its mount. These nightmares are bound by infernal tack|mtf and must respond to summons and commands from the wearer of the spurs.
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Actions/Abilities/Traits: D&D 5e