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
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