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Narzughon Blackguard                                   creature with a weapon attack, it can deal 11 (2d10) necrotic

                                                                damage to the target.
         Medium fiend (devil), lawful evil
                                                                Actions
         Armor Class 20 (plate armor, shield)
                                                                Multiattack. The narzugon uses its Infernal Command or Terrifying
         Hit Points 150 (20d8 + 60)
                                                                Command. It also makes three hellfire lance attacks.
         Speed 30 ft.
                                                                Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft.,
             STR           DEX           CON           INT           WIS           CHA   one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire
                20 (+5)       10 (+0)      18 (+4)      16 (+3)     16 (+3)      20 (+5)  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
         Saving Throws Dex +5, Con +9, Cha +10                  creature isn’t revived before then, only a wish spell or killing the
         Skills Perception +8                                   lemure and casting true resurrection on the creature’s original
         Damage Resistances acid, cold; bludgeoning, piercing, and slashing   body can restore it to life. Constructs and devils are immune to this
           from nonmagical attacks that aren’t silvered         effect.
         Damage Immunities fire, poison
                                                                Infernal Command. Each ally of the narzugon within 60 feet of it
         Condition Immunities charmed, frightened, poisoned
                                                                can’t be charmed or frightened until the end of the narzugon’s next
         Senses darkvision 120 ft., passive Perception 18
                                                                turn.
         Languages Common, Infernal, telepathy 120 ft.
         Challenge 16 (15,000 XP)                               Terrifying Command. Each creature that isn’t a fiend within 60
                                                                feet of the narzugon that can hear it must succeed on a DC 18
                                                                Charisma saving throw or become frightened of it for 1 minute. A
         Command Minion. As a bonus action, the narzugon targets one
                                                                creature can repeat the saving throw at the end of each of its turns,
         devil ally or its steed with CR 12 or lower it can see within 30 feet of
                                                                ending the effect on itself on a success. A creature that makes a
         it and gives it a telepathic command. The target can use its reaction
                                                                successful saving throw is immune to this narzugon’s Terrifying
         to move up to half its speed and make one weapon attack.
                                                                Command for 24 hours.
         Diabolical Sense. The narzugon has advantage on Wisdom
                                                                Healing (1/Day). The narzugon, or one creature it touches, regains
         (Perception) checks made to perceive good-aligned creatures.
                                                                up to 100 hit points.
         Innate Spellcasting. The narzugon’s innate spellcasting ability is
         Charisma (spell save DC 18, +10 to hit with spell attacks). The   Legendary Actions
         narzugon can innately cast the following spells, requiring no   The narzugon gains 3 legendary actions, choosing from the options
         material components:                                   below. Only one legendary action option can be used at a time and
         At-will: command, hellish rebuke, scorching ray        only at the end of another creature's turn. The narzugon regains
         1/day each: contagion, dominate person                 spent legendary actions at the start of its turn.
                                                                Move. The narzugon moves up to half its speed.
         Infernal Tack. The narzugon wears spurs that are part of infernal
         tack, which allow it to summon its nightmare companion.  Hellish Command (Costs 2 Actions). The narzugon uses Infernal
                                                                  Command or Terrifying Command.
         Magic Resistance. The narzugon has advantage on saving throws   Lance (Costs 2 Actions). The narzugon makes a Hellfire Lance
         against spells and other magical effects.                attack.
         Smite (1/Turn). As a bonus action, when the narzugon hits a






          Ravenous Nupperibo                                    Cloud of Vermin. Any creature, other than a devil, that starts
                                                                its turn within 20 feet of the nupperibo must make a DC 11
          Medium fiend (devil), lawful evil
                                                                Constitution saving throw. A creature within the areas of two or
                                                                more nupperibos makes the saving throw with disadvantage. On a
          Armor Class 13 (natural armor)
          Hit Points 22 (4d8 + 4)                               failure, the creature takes 2 (1d4) piercing damage.
          Speed 20 ft.                                          Hunger-Driven. In the Nine Hells, the nupperibos can flawlessly
                                                                track any creature that has taken damage from any nupperibo’s
              STR           DEX           CON           INT           WIS           CHA   Cloud of Vermin within the previous 24 hours.
                 18 (+4)       11 (+0)      13 (+1)       3 (-4)          8 (-1)         1 (-5)
                                                                Ravenous. The nupperibo can take a bonus action to make one
                                                                bite attack against a creature that doesn't have all its hit points.
          Skills Perception +1
                                                                Attacks against the nupperibo have advantage until the start of the
          Damage Resistances acid, cold; bludgeoning, piercing, and slashing
                                                                nupperibo's next turn.
            from nonmagical attacks that aren’t silvered
          Damage Immunities fire, poison                        Actions
          Condition Immunities blinded, charmed, frightened, poisoned
                                                                Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
          Senses blindsight 10 ft. (blind beyond this radius), passive
                                                                (1d6 + 4) piercing damage.
            Perception 11
          Languages understands Infernal but can’t speak
          Challenge 1 (200 XP)

        216         Chapter 3. Bonus Sampler Stat Blocks
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