Narzugon (CR 5)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +1(Dex); Senses: see in darkness, Listen +11, and Spot +11
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.
AC: 23 (+1 Dex, +2 natural, +10 armor and/or shield), touch 11, flat-footed 22
Hit Dice: 7d8+14 (45 hp); DR: 10/good
Fort +7, Ref +6, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +10
Attack: Melee: mwk cold iron lance +11/+6 or Melee: mwk cold iron lance +13 with Spirited Charge* or Melee: mwk cold iron longsword +11/+6 (*Includs +2 attack bonus for charging)
Damage: mwk cold iron lance 1d8/x3 (or 3d8+9/x3 w Spirited Charge), mwk cold iron longsword 1d8+3/19-20)
Special Attacks/Actions: baleful gaze, summon baatezu
Attack Options: Mounted Combat, Ride-By Attack, Trample
Abilities: Str 16, Dex 12, Con 15, Int 10, Wis 13, Cha 15
Special Abilities: SA baleful gaze, spell-like abilities, summon baatezu
Special Qualities: Immunity to fire, poison; Resist: acid 10, cold 10; SR 15
Feats: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample,
Skills: Climb -5 (-3 with ropes), Escape Artist -7 (-5 with ropes), Handle Animal +11, Intimidate +11, Knowledge (the planes) +10, Listen +11, Ride +16, Skills Balance +3, Spot +11, Survival +1 (+3 other planes), and Use Rope +11
Advancement: by Character Class (fighter)
Climate/Terrain: Nine Hells of Baator
Organization: Individual (Narguzon with nightmare), Pair
Baleful Gaze (Su): Those who see a narzugon's unmasked face see their own worst fears reflected in its eyes. This is a gaze attack that causes the target to become shaken, range 30 feet, Will DC 14. The save DC is Charisma-based.
A creature that successfully saves cannot be affected by that same narzugon's baleful gaze for 24 hours. Baatezu are immune to baleful gaze.
Summon Baatezu (Sp): 30% chance to summon 1d3 erinyes or 1 narzugon and steed; 1/day; caster level 12th. This ability is the equivalent of a 7th-level spell.
Updated to Fiendish Codex II
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).