NARZUGON – 5e stats

Medium fiend (devil), lawful evil

Armor Class 20 (plate, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.

Proficiency Bonus +5
Proficiency Bonus +6 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
20 (+5)10 (+0)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 (10000 XP)

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 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.

Regeneration (suggested). The Narzugon regenerates 1 hit point per round unless reduces to 0 hit points.

ACTIONS

  • Multiattack. The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.
  • Hellfire LanceMelee 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 (7/Day). The narzugon, or one creature it touches, regains up to 100 hit points.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A narzugon is a fiendish creature that was once a mortal paladin who made a deal with a devil and carried their twisted sense of honor into the afterlife. They are the elite cavalry of the Nine Hells, riding across the planes on errands from their infernal masters. Their favored steeds and only desired company are the horrifying stallions known as nightmares.

A narzugon is fully encased in a masterfully constructed set of spiked, plate armor, and often wears trophies of their past victories. The pennants attached to their regular lances wave in the air regardless of the wind. Individual narzugons are practically identical and their eyes hold immense sadness in them.

COMBAT

A narzugon is a fearsome opponent in battle, wielding a lance and a longsword with great skill and ferocity. They prefer to charge at their enemies on their nightmares, impaling them with their lances or trampling them under their hooves. They also have several innate spells they can cast, such as fireball, hellish rebuke, and wall of fire.

A narzugon’s voice and gaze can sow terror in their foes and steel the hearts of their allies. Any creature who sees an unmasked narzugon would see their worst fear in its eyes. If they hold their gaze too long, their fears manifest as a hallucination that eventually blocks out reality, causing an effect similar to the phantasmal killer spell. They also possess an enhanced perception of good-aligned entities.

A narzugon follows every command from their master to the letter and shows rigid discipline in their actions and attitudes. They have a sense of honor and duty that is rare among devils, and sometimes allow their opponents a chance to surrender or retrieve their weapon if disarmed. However, they also despise everything—their masters, mortals, themselves, and their own immortality—and are driven by anger and suffering.

HABITAT / SOCIETY

A narzugon can be found in any layer of the Nine Hells, serving as messengers, enforcers, or generals for the archdevils. They also roam across other planes of existence to carry out the will of their masters, such as hunting down renegade devils, making deals with mortals, or waging war against enemies. They are loyal to their masters, but also seek to advance in rank and power by proving themselves in combat or completing difficult tasks.

A narzugon has little interest in socializing with other devils, except for their nightmares. They form a strong bond with their steeds, treating them as companions and equals rather than servants or tools. They rarely part from their nightmares, even when resting or sleeping. A narzugon without its nightmare is considered incomplete and vulnerable.

ECOLOGY

A narzugon is a creature of evil and law, embodying the twisted ideals of tyranny and oppression that pervade the Nine Hells. They are created from the souls of fallen paladins who made deals with devils in life, hoping to achieve some noble goal or personal glory. However, they soon realized that their deeds were wrong or futile, and that they had sold their souls for nothing. In death, they were transformed into narzugons by the devils who claimed them, forced to serve them for eternity.

A narzugon does not need to eat or drink, but can consume food or beverages for pleasure or as part of a ritual. They are immune to fire and poison, and resistant to acid and cold. They can also heal themselves or one creature they touch once per day. They are vulnerable to silvered weapons and holy symbols, which can cause them pain or fear. They also hate holy water and holy oil, which can burn them or weaken their armor.