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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8664992" data-attributes="member: 53176"><p><h3>Narzugon (MToF)</h3><p></p><p>Narzugons are the Paladins of the Hells. Or more accurately, Paladins who sold their soul to a devil in life, reborn as devils themselves after death has claimed them.</p><p></p><p>You might notice that their theme has quite a bit of overlap with the Blackguard. This isn’t a bad thing, because it means you get to use the same NPC twice (or more), just with a new statblock. In fact, the Blackguard is CR 8, and the Narzugon is CR 13, which is basically the perfect spread for pulling off such a story beat with a recurring character like that. If you want some extreme longevity, consider bringing the Narzugon back as a Death Knight. It’s a heck of a metaphysical stretch, but your Players will find it memorable for sure.</p><p></p><p>Narzugons also come pre-packaged with their own mount, a Nightmare, and a magical item (as detailed in this book) to summon them. I know one of my players loved the idea of having her own fiendish foal back when I was running DiA, so it can also make for a great potential reward. And if your players aren’t keen on riding a creature of evil, consider letting them have a quest to change the Nightmare back into its Pegasus form.</p><p></p><p>In order to get the most out of your Narzugon in combat, you are going to have to brush up on the mounted combat rules, and the rules for Nightmares. You are going to have to make the choice: Do you want the Nightmare to act as an independent mount or as a controlled mount? Having it act as a controlled mount is simpler, and doesn’t technically mess with the CR of the encounter. On the other hand, the Nightmare’s Ethereal Stride is an incredible mobility tool that can add an aspect of dread to any encounter that features a rider abusing it. Popping in and out of existence to get better positioning while avoiding reprisal is a massive tactical tool, giving the controlled mount option much bigger teeth than their DPR would otherwise imply. In either case, the Nightmare provides a massive 90’ of flight speed, which can be easily exploited by the Narzugon.</p><p></p><p>As for its own combat prowess, the Narzugon is going to multiattack with their Hellfire lance. You would be forgiven for thinking that this magical weapon (which has stats in BG: DiA, if you are interested in turning it into a reward) is another flamethrower, like the ones that the Duergar Xarrorns use. Unfortunately, this weapon is merely a lance that is actually made out of hellfire. Disappointing I know. On the bright side, anyone killed by this lance becomes a lemure in 1d4 hours, which provides yet another possible plot hook to this creature's ever-growing list of them. The lance also has 10’ of reach, allowing pseudo-flyby attacks while mounted, even if the mount isn’t disengaging. But the Narzugon’s multiattack doesn’t stop there. They have two AoE powers that can be tacked on to any round, an AoE buff that removes charm and fear effects from their allies, or an AoE fear to inflict on their foes.</p><p></p><p>The Narzugon also has the ability to heal up to 100hp with a single action, essentially doubling the length of any fight with them. This can be done when their Nightmare brings them into the Ethereal plane, making it almost impossible to counter. Furthermore, this healing can target any other creature, should it be prudent to do so.</p><p></p><p>In the changeover the Narzugon lost their Diabolical Sense power, in favor of an always active perception buff.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8664992, member: 53176"] [HEADING=2]Narzugon (MToF)[/HEADING] Narzugons are the Paladins of the Hells. Or more accurately, Paladins who sold their soul to a devil in life, reborn as devils themselves after death has claimed them. You might notice that their theme has quite a bit of overlap with the Blackguard. This isn’t a bad thing, because it means you get to use the same NPC twice (or more), just with a new statblock. In fact, the Blackguard is CR 8, and the Narzugon is CR 13, which is basically the perfect spread for pulling off such a story beat with a recurring character like that. If you want some extreme longevity, consider bringing the Narzugon back as a Death Knight. It’s a heck of a metaphysical stretch, but your Players will find it memorable for sure. Narzugons also come pre-packaged with their own mount, a Nightmare, and a magical item (as detailed in this book) to summon them. I know one of my players loved the idea of having her own fiendish foal back when I was running DiA, so it can also make for a great potential reward. And if your players aren’t keen on riding a creature of evil, consider letting them have a quest to change the Nightmare back into its Pegasus form. In order to get the most out of your Narzugon in combat, you are going to have to brush up on the mounted combat rules, and the rules for Nightmares. You are going to have to make the choice: Do you want the Nightmare to act as an independent mount or as a controlled mount? Having it act as a controlled mount is simpler, and doesn’t technically mess with the CR of the encounter. On the other hand, the Nightmare’s Ethereal Stride is an incredible mobility tool that can add an aspect of dread to any encounter that features a rider abusing it. Popping in and out of existence to get better positioning while avoiding reprisal is a massive tactical tool, giving the controlled mount option much bigger teeth than their DPR would otherwise imply. In either case, the Nightmare provides a massive 90’ of flight speed, which can be easily exploited by the Narzugon. As for its own combat prowess, the Narzugon is going to multiattack with their Hellfire lance. You would be forgiven for thinking that this magical weapon (which has stats in BG: DiA, if you are interested in turning it into a reward) is another flamethrower, like the ones that the Duergar Xarrorns use. Unfortunately, this weapon is merely a lance that is actually made out of hellfire. Disappointing I know. On the bright side, anyone killed by this lance becomes a lemure in 1d4 hours, which provides yet another possible plot hook to this creature's ever-growing list of them. The lance also has 10’ of reach, allowing pseudo-flyby attacks while mounted, even if the mount isn’t disengaging. But the Narzugon’s multiattack doesn’t stop there. They have two AoE powers that can be tacked on to any round, an AoE buff that removes charm and fear effects from their allies, or an AoE fear to inflict on their foes. The Narzugon also has the ability to heal up to 100hp with a single action, essentially doubling the length of any fight with them. This can be done when their Nightmare brings them into the Ethereal plane, making it almost impossible to counter. Furthermore, this healing can target any other creature, should it be prudent to do so. In the changeover the Narzugon lost their Diabolical Sense power, in favor of an always active perception buff. [/QUOTE]
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