Page 217 - Dragonix - DM Options, Monster Talents II
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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

