# Devil, Narzugon (Hell Knight)
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*This human-sized creature is entirely encased within spiked full plate armor. Sitting astride a massive beast that resembles a horse but snorts flames, the rider carries a lance on which a pennant waves in some unfelt breeze.*
<div class="grid-container"><div class="MON">Narzugon</div>
<div class="CR">CR 5 (1,600 XP)</div>
<div class="SOU">Fiendish Codex 2, Manual of the Planes</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Medium Outsider (devil, evil, lawful)
**Init** +1
**Senses** darkvision 60 ft., see in darkness; **Perception** +11
#### defense
**AC** 23, 11 touch, 22 flat-footed (+8 armor, +1 Dex, +2 natural +2 shield)
**hp** 53 (7d10+14)
**Fort** +7, **Refl** +3, **Will** +6
**Feint** 18, **Demoralize** 18
**DR** 10/good; **SR** 16
**Immune** fire, poison; **Resist** acid 10, cold 10
#### offense
**Speed** 30 ft. (20 ft. in armor)
**Melee** cold iron lance +11/+6 (1d8+3/x3) or cold iron longsword +11/+6 (1d8+3/19-20)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** baleful gaze
**Spell-Like Abilities** (CL 5th, Concentration +9)
> **At will**— _scorching ray_
> **3/day**— _mount_
> **1/day**— _summon_ (level 3, 1d3 erinyes or 1 narzugon and steed at 30%)
#### statistics
**Str** 16, **Dex** 12, **Con** 15, **Int** 10, **Wis** 13, **Cha** 15
**BAB** +7, **CMB** +10, **CMD** 21, **TA** +10, **RTA** +8
**Feats** [[Mounted Combat]]<sup>B</sup>, [[Power Attack]], [[Ride-By Attack]], [[Skill Focus]] (Ride)<sup>B</sup>, [[Spirited Charge]], [[Trample]]
**Skills** Acrobatics +11, Escape Artist +11, Handle Animal +12, Perception +11, Ride +14, Survival +10
**Racial Modifiers** +2 Survival
**Languages** Celestial, Common, Draconic, Infernal; telepathy 100 ft.
#### special abilities
### Baleful Gaze (Su)
Permanently shaken, range 30 feet, Will DC 15. 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.
#### tactics
Narzugons are never encountered without their steeds, fierce nightmares captured and tamed for their use. They make extensive use of their mount’s abilities, charging to maximize the damage from their lances. Though quick to fight, narzugons never sacrifice their steeds needlessly, and always keep their well-being in mind. Should its mount become imperiled, a narzugon withdraws.
A narzugon always attempts to charge. With its lance and special abilities, it can deliver a devastating attack that skewers even the toughest warrior. A narzugon then allows its nightmare mount to use its smoke special ability after it makes its attacks, leaving its foes trapped in a noxious cloud. The narzugon then uses the concealment provided by the smoke to move away
and prepare another charge.
If a narzugon faces enemies with ranged attacks, it tries to close to melee range while using scorching ray to return fire. In any case, a narzugon uses its nightmare mount’s etherealness to slip behind the enemy or escape from a dangerous situation.
A narzugon can direct its nightmare mount to rein in its smoke ability. A narzugon uses this tactic to avoid providing concealment to enemies it wishes to finish off with its longsword.
#### Gear
**Combat Gear**
> spiked full plate armor, heavy steel shield, masterwork cold iron lance, masterwork cold iron longsword, 2 potions of _cure moderate wounds_
#### ecology
**Terrain** Any land (Hell)
**Organization** solitary (with nightmare) or pair
**Treasure** standard
**Advancement** by character class
Narzugons are attached to infernal companies. Many serve as standard bearers, but when organized into greater numbers, they sweep in to wreak havoc in the enemy lines. A curious breed, narzugons are honorable warriors that prize forthright action and bravery over treacherous scheming. Narzugons are easily the most reliable troops in Hell’s legions. A narzugon sworn to serve a lord of Hell honors its vow until death. Stories persist of narzugons that allow their enemies the opportunity to surrender, or that stand aside while a disarmed opponent retrieves his weapon.
Their honorable streak makes narzugons valuable within the ranks of Hell. The staggering majority of them are sworn to Asmodeus, and he attempts to prevent other devils from gathering these knights of Hell to their banners.
Their reliability makes narzugons ideal agents to send to the Material Plane. Dispatched on unholy quests to recover evil items, destroy temples of good, and lead the legions of evil into battle, narzugons take on missions similar to adventurers. They are reliable enough to trust with long-term, important tasks far from Hell. A diabolic cult that receives a narzugon is favored indeed by a duke of Hell.
Narzugons are native to the Nine Hells of Baator. All nine layers have narzugon populations, though they tend to congregate near the strongholds and palaces of the archdevils.
A narzugon stands just over 6 feet tall and weighs 200 pounds. There is little discernible difference between individual narzugons.