Aura of Conquest. The narzugon constantly emanates a menacing aura while its not incapacitated. The aura extends 10 feet from it in every direction, but not through total cover.
If a creature is frightened of it, its speed is reduced to 0 while in the aura, and that creature takes 2d8 fire damage if it starts its turn there.
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.
Innate Spellcasting. The narzugon's spellcasting ability is Charisma (spell save DC 16). The narzugon can innately cast the following spells, requiring no material components:
5/day each: armor of agathys, command
3/day each: hold person, spiritual weapon
1/day each: bestow curse, fear
Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects.
Scornful Rebuke. Whenever a creature hits the narzugon with an attack, that creature takes psychic damage equal to the devil's Charisma modifier (4) if its not incapacitated.
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.
Guided Strike (Recharge 5-6). The narzugon strikes an enemy with supernatural accuracy. When it makes an attack roll, it can gain a +10 bonus to the roll. This choice is made after the DM sees the roll, but before its announced if that roll hits.
Parry. The narzugon adds 5 to its AC against one melee attack that would hit it. To do so, the devil must see the attacker and be wielding a melee weapon.
Description
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.
Death in Hellfire. A narzugon's lances are forged in hellfire. The soul of anyone killed by such a lance is shunted to the River Styx for rebirth as a lemure. Each lance is unique to its owner, bearing the marks of both the narzugon and its master.
Nightmare Riders. Each narzugon claims a nightmare as its mount. These nightmares are bound by infernal tack and must respond to summons and commands from the wearer of the spurs.
Comments