“Narzugon: Hellbound Knight of Fire and Shadow”
A Narzugon is a fallen paladin reborn as Hell’s black-armored knight, thundering into battle astride a flame-shrouded nightmare to claim souls for the infernal legions.

Clad in infernal plate that gleams like scorched obsidian, the Narzugon presents the grim silhouette of a knight long lost to honor. Their visor hides a pallid, corpse-like face etched with scars of eternal torment, while their nightmare steed burns with smoke and flame, its hooves striking sparks across any surface. A cruel, rune-etched lance rests always in their gauntlet, said to drip with the essence of conquered souls.
Behaviour
Narzugons embody rigid discipline twisted into cruelty; they ride in silence unless issuing commands, and rarely dismount except to deliver a killing blow. They patrol with mechanical precision, ever watchful for signs of rebellion or weakness, and brook no delay in enforcing infernal law. Their presence radiates authority, and lesser devils instinctively yield before them.
Habitat
Though native to the Nine Hells, they are often dispatched as enforcers or emissaries into mortal realms where infernal contracts are bound. They range across battlefields, charred wastelands, and planar crossroads alike, their nightmare steeds capable of carrying them across dimensions in pursuit of quarry.
Modus Operandi
They favor devastating cavalry charges, striking with lances that pierce both flesh and spirit. Their nightmare mounts engulf foes in hellfire and smoke, while the Narzugon’s own martial skill ensures few survive a direct encounter. When pursuing contracts or escaped souls, they hunt without rest, relying on infernal magic and unerring determination.
Motivation
Once paladins who betrayed their vows, Narzugons are driven by a relentless need to enforce the will of the Hells. They seek redemption only through domination, binding mortals into service, and proving their worth to archdevil masters. Above all, they crave order as defined by tyranny, seeing every soul as either a servant to be claimed or an enemy to be destroyed.
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Narzugon

Medium Fiend (Devil), Lawful Evil
Once noble paladins, narzugons are damned knights clad in infernal plate and bound to flame-wreathed nightmares, serving as relentless enforcers of Hell’s will.
Armor Class 20 (infernal plate)
Hit Points 170 (20d8 + 80)
Speed 30 ft. (mounted 60 ft. on nightmare steed)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 18 (+4) | 12 (+1) | 16 (+3) | 18 (+4) |
Saving Throws Str +9, Con +8, Wis +7, Cha +8
Skills Intimidation +8, Perception +7, Religion +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons not made of silver
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Common, Infernal, telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +4
Traits
Devil’s Sight. Magical darkness doesn’t impede the narzugon’s darkvision.
Hellbound Steed. It is bound to a nightmare mount. If the nightmare is slain, the narzugon can perform a 10-minute ritual to summon it anew, even across planes.
Soul-Binding Lance. A humanoid killed by the narzugon’s lance has its soul dragged to the Nine Hells. A wish spell is required to free such a soul.
Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects.
Spellcasting
The narzugon is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It requires no components to cast its spells.
- At will: command, detect magic, searing smite
- 3/day each: dispel magic, fear, fireball
- 1/day each: banishment, flame strike, wall of fire
Actions
Multiattack. The narzugon makes two Infernal Lance attacks.
Infernal Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be frightened until the end of its next turn.
Hellfire Charge (Recharge 5–6). While mounted, the narzugon spurs its nightmare forward in a line up to 30 feet long and 10 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage and falling prone on a failed save, or half as much on a success.
Infernal Command (1/Day). The narzugon calls upon its authority, targeting up to three allied fiends within 60 feet. Each target can immediately use its reaction to make one weapon attack or move up to half its speed.
Reactions
Retributive Smite. When hit by a melee attack, the narzugon can deal 10 (3d6) fire damage to the attacker.
Legendary Actions
The narzugon can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent actions at the start of its turn.
- Fiendish Step. The narzugon teleports up to 20 feet to an unoccupied space it can see.
- Lance Strike. The narzugon makes one Infernal Lance attack.
- Command Steed (Costs 2 Actions). The nightmare mount makes one Hooves attack or uses Ethereal Stride.
Combat Tactics
Narzugons lead with Hellfire Charge to scatter foes, then focus their lance strikes on enemy leaders and spellcasters. They fight as disciplined cavalry, coordinating with their nightmare to control the battlefield. They use Infernal Command to rally lesser fiends, and withdraw into the Ethereal Plane only to reposition for another charge. Narzugons never surrender; defeat only returns them to Hell to be reforged in torment.
Narzugon (Hell Knight)

This towering rider, clad in scorched black plate, bears a hellforged lance and thunders into battle astride a nightmare steed, its armor and mount wreathed in fire and smoke.
Narzugon CR 13
XP 25,600
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +21
DEFENSE
AC 30, touch 12, flat-footed 28 (+12 armor, +2 Dex, +6 natural)
hp 187 (15d10+105)
Fort +15, Ref +11, Will +13
Defensive Abilities DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 24
OFFENSE
Speed 30 ft. (mounted 60 ft. on nightmare steed)
Melee +1 unholy lance +22/+17/+12 (1d8+10/×3 plus 2d6 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks
- Hellfire Charge (Su): When mounted, a narzugon can spur its nightmare into a devastating charge. All creatures in a 30-foot line take 8d6 fire damage (Reflex DC 23 half).
- Soul-Binding Lance (Su): A humanoid slain by a narzugon’s lance has its soul trapped in the Nine Hells. Only miracle or wish can restore the soul.
- Smite Good (Su): 3/day, as the paladin ability (already included in stats).
Spell-Like Abilities (CL 13th; concentration +17)
- Constant—detect magic, true seeing
- At will—command (DC 15), dispel magic, greater teleport (self plus 50 lbs. of objects only), searing light
- 3/day—fear (DC 18), fireball (DC 17), unholy blight (DC 18)
- 1/day—flame strike (DC 19), wall of fire, summon devil (2 erinyes or 1 cornugon, 60%)
STATISTICS
Str 23, Dex 15, Con 24, Int 12, Wis 18, Cha 19
Base Atk +15; CMB +21; CMD 33
Feats Cleave, Great Cleave, Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (lance)
Skills Intimidate +22, Knowledge (planes) +19, Perception +21, Ride +23, Sense Motive +19, Spellcraft +15, Stealth +16
Languages Common, Infernal; telepathy 100 ft.
ECOLOGY
Environment any (Hell)
Organization solitary, with nightmare, or squad (1 narzugon plus 2–4 barbed devils)
Treasure standard (infernal plate, +1 unholy lance, other gear)
Description
Narzugons are the damned echoes of fallen paladins, transformed into Hell’s mounted enforcers. They ride nightmares across planes, binding souls in infernal lances that serve as both weapons and contracts. Narzugons are feared throughout the multiverse as merciless hunters who never abandon a quarry once sworn to pursue it. Though proud and disciplined, they are utterly loyal to their infernal masters, embodying both the honor and cruelty of a knight twisted by damnation.
SPECIAL ABILITIES
Hellbound Steed (Su) It is always bonded to a nightmare. If its mount is slain, it may perform a 10-minute ritual to summon it anew, even across planes.
Soul-Binding Lance (Su) A humanoid slain by a narzugon’s lance cannot be raised or resurrected except by miracle or wish. Devils prize these weapons as proof of infernal law and conquest.
Infernal Command (Su) Once per day as a standard action, a narzugon can grant up to three allied devils within 60 feet an immediate attack or move action as a free action.
See in Darkness (Su) It can see perfectly in darkness of any kind, including magical darkness.
TACTICS
Before Combat It summons its nightmare in advance, often casting unholy blight to weaken foes and preparing fear to scatter weaker enemies.
During Combat The narzugon opens with Hellfire Charge, devastating tightly packed ranks. It uses ride-by tactics with its lance, while its nightmare fills the battlefield with smoke and flame. Against strong foes, it smites good-aligned champions and prioritizes enemy spellcasters.
Morale Narzugons never surrender; if their nightmare is slain, they continue fighting grimly. Unless contractually bound to remain, they retreat with greater teleport if reduced below 30 hit points, vowing infernal vengeance.
Narzugon

Narzugons, also known as hell knights, are powerful devils and the elite cavalry of Hell, riding across the planes on errands from their infernal masters.
The Gates of Hell (Dice Freaks)
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.Full netbook can be found on the following website
Their favored steeds and only desired company were the horrifying stallions known as nightmares.
Narzugon | |
Medium outsider (Devil, Evil, Extraplanar, Lawful) | |
Hit Dice | 13d8+78 (136 hp) |
Initiative | +3 |
Speed | 20 ft. |
Armor Class | 30 (+9 armor, +1 Dexterity, +7 natural, +3 shield), touch 11, flat-footed 29 |
Base Attack/Grapple | +13/+21 |
Attack | +1 heavy lance +22 melee (1d10+13 x3) or +1 heavy pick +22 melee (2d4+9 19-20/x4) |
Full Attack | +1 heavy lance +22/+17/+12 melee (1d10+13 x3) or +1 heavy pick +22/+17/+12 melee (2d4+9 19-20/x4) |
Space/Reach | 5 ft. /5 ft. (10 ft. with lance) |
Special Attacks | Baleful gaze, deadly charge, fell trample, spell-like abilities, summon devils, unhorse |
Special Qualities | Bonded mount, damage reduction 10/good and silver, Darkvision 60 ft., immunity to cold, fire and poison, acid resistance 10, see in darkness, Spell Resistance 22, telepathy 100 ft. |
Saves | Fort +14, Ref +11, Will +10 |
Abilities | Strength 26, Dexterity 17, Constitution 23, Intelligence 15, Wisdom 15, Charisma 20 |
Skills | Concentration +22, Handle Animal +21, Intimidate +21, Knowledge (any one) +18, Listen +18, Ride +21, Search +18, Spot +18, Survival +18 (+20 tracking), Tumble +19 |
Feats | Improved Critical (heavy pick), Mounted Combat, Ride-By Attack, Spirited Charge, Trample |
Environment | The Nine Hells of Perdition. |
Organization | Solitary, pair, or squad (3-12 narzugon with mounts) |
Challenge Rating | 10 |
Treasure | Standard |
Alignment | Always Lawful Evil |
Advancement | 14-39 HD (Medium) |

Baleful Gaze (Su): The unmasked narzugon is a reflection of one’s own sadness and inner fear. All creatures within 30 feet of the devil are affected by phantasmal killer (caster level 13th, DC 21). This is a gaze attack. The save DC is Charisma based.
Bonded Mount (Su): Similar to its antithesis, the paladin, a narzugon may form a supernatural bond with a mount (typically a Nightmare). Forming this bond takes 1 hour. Should a narzugon’s bonded mount die, it must wait 24 hours before bonding another. A narzugon’s bonded mount receives the same bonuses that a paladin‘s mount would, using the narzugon’s Hit Dice in place of paladin level.
Deadly Charge (Ex): Twice a day it can make a deadly charge if mounted. On such a charge attack, the narzugon deals triple damage with a melee weapon, or quadruple damage with a lance. An advanced narzugon makes one additional deadly charge per day for every 5 additional Hit Dice it possesses; thus a 15 HD narzugon could make 3 deadly charges per day.
Fell Trample (Ex): A narzugons may make mounted overrun attempts against as many foes as they are able to, resolving each attempt separately. The narzugon’s mount receives a hoof attack against each successfully overrun foe.
Spell-like Abilities:
- At will – desecrate, doom, greater teleport (self plus mount plus 50 pounds only), hold person, produce flame, suggestion;
- 3/day – charm person, major image, order’s wrath, unholy blight.
Caster level 13th, DC 15 + spell level.
Summon Devils (Sp): Once per day, it can attempt to summon 1d6 Bearded Devils or another narzugon with a 50% chance. This ability is the equivalent of a 5th level spell.
Unhorse (Ex): If it successfully strikes a mounted opponent during a mounted charge, he may make a free bull rush attempt against the foe. If the narzugon wins,
the foe is pushed backwards, but their mount remains in place.
Possessions:
The typical narzugon is equipped with spiked full plate armor, large shield, a heavy pick and a heavy lance. These all bear at least a +1 enhancement bonus, although more powerful narzugons often have greater arms and armor. A narzugon’s weapons are always made from cold wrought iron.