Devil, Narozin

Family: Devils

Medium fiend, lawful evil

Armor Class 17 (natural)
Hit Points 210 (28d8+84)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 19 (+4) 17 (+3) 17 (+3)

Saving Throws Con +8, Cha +8
Damage Immunities cold, fire
Condition Immunities frightened, poisoned
Damage Resistances acid, Lightning, necrotic, bludgeoning, piercing and slashing damage from non-magical weapons
Senses darkvision 120 ft., passive Perception 13
Languages Infernal
Challenge 15 (13,000 XP)

SPECIAL TRAITS

  • Pool of Flame. The narozin possess no blood, but when wounded a liquid flame pours from the wound. The flame gathers at their feet in a pool of burning water. Any creatures who touch or make a melee attack against it must make a Constitution save (DC 18), suffering 4d6 points of fire damage on a failed save, or half as much on a successful save. They save for half. The narozin cannot cast any magical spells unless she is standing in this pool of flame. The pool follows them wherever they go unless some violence removes them from it, i.e. some force hurls them out of the pool or transports them away. With normal movement, the pool of fire follows them.
  • Magic Resistance. Narozin gain advantage on saving throws against spells and magical effects.
  • Innate Spellcasting. The narozin’s spellcasting ability is Charisma (spell save DC 18). The narozin can innately cast the following spells as a 15th level caster, requiring no material components but requiring the pool of flame to be active:
    • At will: fire bolt
    • 3/day each: fire Storm
    • 2/day each: flesh to iron (stone), wall of iron (stone)
    • 1/day each: storm of vengeance, time stop

ACTIONS

  • Multiattack. The narozin can make 2 melee attacks per round or may cast one innate spell and make one melee attack each round.
  • Claws. Melee Weapon Attack: +8 to hit, reach 5 ft. one target. Hit: 9 (1d12+3) slashing.
  • Vorgalos Blade. Melee Weapon Attack: +10 to hit, reach 5 ft. one target. Hit: 10 (1d10+5) slashing damage. The narozin heals damage equal to half the damage the blade inflicts.

ABOUT

Narozin appear as normal women, shorter than average, with red hair. Their skin is white, pale with a tint of red beneath it. They are uncommonly beautiful, but as with all their kind, the beauty is stagnant, possessing no depth beyond the skin. Disjointed and without bones of any kind, they can move any limb in any direction, twisting it in multiple directions. They do not age, their skin does not move and no emotion passes across their visage. Their eyes, green and black, with no white, reflect only hate and disdain; all things seem petty to the narozin and their demeanor shows this. They dress in red–clothing, silks, and even their armor. When they change form, their hair always remains red, no matter the creature’s shape they take; it is their curse and joy.

Realms of Iron. The narozin build their lairs beneath the ground, having no love for the chaos of the world. They dig deep into the crust and line their halls with iron; sheets of it cover the floors, the wall, and ceilings. Pillars adorn their great halls and these too are iron, fashioned in singular posts without decoration or design. They are overly fond of mazes and build them to protect their lairs from intruders.

Cagey Rulers. The narozin are some of the most powerful of their kind, ruling vast areas of the Wretched Plains. Their halls are indestructible, and offer refuge from the hated tvungenos, for those creatures cannot touch iron willingly. When the narozin go to war, they ride nightmares, and wherever they go pools of fire follow. They enjoy casting themselves in the role of a wounded woman, seeking aid, or as a slave; whatever they can do to gain a position of trust so that they can betray and kill.

Haters of Nature. They hate druids, fey, trees, and all things to do with the forest world more than anything else.

  • Vorgalos Blade The narozin prefer to wield a polearm in battle, having a particular predilection for the gisarme and its multiple points and edges. These +2 weapons deal 1d10 points of damage and act as life drinking blades. Victims struck by the blade suffer the appropriate damage; half of that damage transfers to the narozin in the guise of hit points. It heals her. This damage cannot be healed by normal healing spells or rest. It requires a heal spell. The vorgalos blade devours any creature that falls to it, passing the soul on to the narozin. Any such creature can only be restored to life by true resurrection or wish. After a month, the soul returns as a sauld devil. If the blade is ever captured it acts as a nine lives stealer.
Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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