Devil, Narvilin

Family: Devils

Large fiend (devil), lawful evil

Armor Class 18 (Dexterity + Natural Armor)
Hit Points 95 (12d10+24 HD)
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 14 (+2) 15 (+2) 7 (-3)

Damage Immunities cold, poison
Condition Immunities charmed, poisoned
Damage Resistances fire, bludgeoning, slashing and piercing from non-magical weapons that aren’t silvered
Senses darkvision 120 ft., passive Perception 12, True Sight (as per the spell; always active)
Languages Infernal, telepathy 120 ft.
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Aura of Cold. The Narvilin casts a continual cold spell about it, dropping the temperature of everything within 50 feet of it by 15 degrees. All within the area must succeed at a Constitution save (DC 15) or be at disadvantage to attacks and dexterity checks while in the area. A new save may be made each round, and once a character succeeds at the save, no further saves are necessary.
  • Teleport Without Error. The Narvilin can use the Teleport without Error spell as a spell-like ability. It requires no components to cast the spell. It may use this ability twice and then requires a long rest before using it again. After a long rest, it regains all expended uses.
  • Summon Mephits. The Narvilin can summon 1d4 mephits, which appear instantly at any spot within sight of the Narvilin. It may summon mephitis up to six times and then requires a long rest. After a long rest, it regains all uses of this ability.
  • Reconstitution. The Narvilin can instantly heal injuries by concentrating for two rounds. After concentrating for two rounds (standard concentration rules apply), it heals a number of hit points equal to the number of hit points it has currently remaining. It cannot exceed its normal hit point maximum in this manner. It may perform this healing four times, after which it requires a long rest before using this ability again. Following a long rest, the Narvilin regains all expended uses of this ability.

ACTIONS

  • Multiattack. The Narvilin attacks twice, with its claws or a weapon, and its bite.
  • Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage.
  • Scimitar. Melee Weapon Attack: +7 to hit, reach 10 ft. one target. Hit: 13 (2d8+4) slashing damage.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
  • Bear Hug. If the Narvilin successfully attacks with its claws, it may choose to grapple the victim as a bonus action, unless they succeed at a Strength save (DC 15). The character thereafter takes 4 (1d8) damage each round until they break free or are killed. To break free the character must make a successful strength save. Two rounds following a successful attack, the Narvilin thereafter automatically inflicts bite damage as well each round. While grappling a character, the Narvilin may make no other actions but to inflict damage on the hugged character. It may choose to release the bear hug at any time.
  • Mangling Stomp. Upon making a successful melee attack, the Narvilin can choose to force the victim prone unless it succeeds at a Dexterity check (DC 15). Once the Narvilin has knocked an opponent down it can use a bonus action to stomp on that character. The stomp attack is made at advantage, is +7 to hit, and inflicts 10 (1d12+4) damage.
  • Roar (Recharge 5-6). This thunderous roar is heard for 1,000 yards but only affects those within 100 yards of the creature. The roar causes all within a 100-yard cone to make a Constitution save (DC 15) or be deafened and stunned for 1d4 rounds.
  • Stunning Stomp (Recharge 6). The Narvilin can stomp one of its hooves, causing a sonic wave. This wave blasts everything within a 50-foot radius of the Narvilin. All within the area of effect must succeed at a Constitution save (DC 15) or be stunned for 1-4 rounds. After using this ability, the Narvilin itself is stunned for 1 round.

ABOUT

Narvilin come from some dismal nether region of ice and snow. 

The Narvilin is a large hairy creature with the build of a polar bear with two extra arms. It stands more erect than a bear and has a bare chest like a human. The lower set of arms ends in hands while the upper arms end in claws. Its white fur has black stripes running across it. Its feet are hoofed much like that of wooly oxen. The head is a large affair with wide ears and two large tusks growing from where its lower canines should be and appears as a hybrid bear and human face.

Uncaring Killers. The Narvilin resides in no particular area but springs into existence wherever one finds frigid winds and life killing cold. They are little more than a hoary death made real. They care little for anything at all. It is not in their makeup to care, even for themselves. They have no capacity for sympathy or empathy and have few other emotions at all. Very few creatures garner the attention of the Narvilin and, should they not present an immediate threat or offer something of interest to it, the Narvilin likely ignores it. They are not fond of creatures that exude a great deal of warmth, such red dragons, salamanders and the like. Those creatures who cast fireballs or heat-related spells or use heat-related magic garner its attention much more quickly than others. Once it enters combat, it fights to obliterate its foes, even going so far as to mutilate a corpse after a battle and stomp those already killed underneath its feet.

Hoarders of Treasure. What Narvilin do appreciate is fine objects of gold and silver and platinum, jewels and shiny things that glow like ice crystals and they will go to all ends to acquire them. Oddly though, they do not care if they lose them.

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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