Monster
Narzugon
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Fiend
- Size
- Medium
- Armor class
- 20 (plate armor, shield)
- Hit points
- 112 (15d8 + 45)
- Speed
- Walk 30 ft.
- Challenge rating
- 13
- Alignment
- Lawful Evil
- Strength
- 20
- Dexterity
- 10
- Constitution
- 17
- Intelligence
- 16
- Wisdom
- 14
- Charisma
- 19
- Passive Perception
- 17
- Saving Throws
- dex: +5; con: +8; cha: +9
- Skills
- perception: +7
- Senses
- darkvision 120 ft.
- Languages
- Common, Infernal, telepathy 120 ft.
- Resistances
- acid, cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
- Immunities
- fire, poison
- Condition Immunities
- charmed, frightened, poisoned
Traits
Diabolical Sense
The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures.
The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.
Magic Resistance
The narzugon has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.
Hellfire Lance
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire 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 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.
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.
Terrifying Command
Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it 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.
Healing (1/Day)
The narzugon, or one creature it touches, regains up to 100 hit points.