Page 168 - Mordenkainen's Tome of Foes Deluxe
P. 168
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.
NARZUGON
Medium fiend (devil), lawful evil
Armor Class 20 (plate armor, shield)
Hit Points 112 (l 5d8 + 45)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 10 (+O) 17 (+3) 16 (+3) 14 (+2) 19 (+4)
Saving Throws Dex +5, Con +8, Cha +9
Skills Perception +7
Damage Resistances acid, cold; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17 ,,..
Languages Common, Infernal, telepathy 120 ft .
Challenge 13 (10,000 XP) I •
Diabolical Sense. The narzugon has advantage on Wisdom
(Perception) checks made to perceive good-aligned creatures.
Infernal Tack. The narzugon wears spurs that are part of infer- Death in Hellfire. A narzugon's lances are forged
nal tack, which allow it to summon its nightmare companion. in hellfire. The soul of anyone killed by such a lance is
Magic Resistance. The narzugon has advantage on saving shunted to the River Styx for rebirth as a lemure. Each
throws against spells and other magical effects. lance is unique to its owner, bearing the marks of both
the narzugon and its master.
ACTIONS Nightmare Riders. Each narzugon claims a night-
Multiattack. The narzugon uses its Infernal Command or Terri- mare as its mount. These nightmares are bound by
fying Command. It also makes three hellfire lance attacks. infernal tack (see the sidebar) and must respond to sum-
mons and commands from the wearer of the spurs.
Hel!fire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 11 (ldl2 + 5) piercing damage plus 16 (3dl0)
M AG IC ITEM: INFE RNAL T ACK
fire damage. If this damage kills a creature, the creature's soul
Wondrous item, legendary (requires attunement by a creature
rises from the River Styx as a lemure in Avernus in ld4 hours.
of evil alignment)
If the creature isn't revived before then, only a wish spell or
killing the lemure and casting true resurrection on the creature's A narzugon binds a nightmare to its service with infernal
original body can restore it to life. Constructs and devils are tack, which consists of a bridle, bit, reins, saddle, stirrups,
immune to this effect. and spurs. A nightmare equipped with infernal tack must
serve whoever wears the spurs until the wearer dies or the
Infernal Command. Each ally of the narzugon within 60 feet of tack is removed.
it can't be charmed or frightened until the end of the narzu- You can use an action to call a nightmare equipped with
gon's next turn. infernal tack by clashing the spurs together or scraping
them through blood. The nightmare appears at the start of
Terrifying Command. Each creature that isn't a fiend within 60 your next turn, within 20 feet of you. It acts as your ally and
feet of the narzugon that can hear it must succeed on a DC 17 takes its turn on your initiative count. It remains for 1 day,
Charisma saving throw or become frightened of it for 1 minute. until you or it dies, or until you dismiss it as an action. If
A creature can repeat the saving throw at the end of each of its the nightmare dies, it reforms in the Nine Hells within 24
turns, ending the effect on itself on a success. A creature that hours, after which you can summon it again.
makes a successful saving throw is immune to this narzugon's The tack doesn't conjure a nightmare from thin air; one
Te rrifying Command for 24 hours. must first be subdued so the tack can be placed on it. No
nightmare accepts this forced servitude willingly, but some
Healing (1/Day). The narzugon, or one creature it touches, re-
eventually form strong loyalties to their masters and be-
gains up to 100 hit points. come true partners in evil.
CHAPTER 6 I BESTIARY

