Eric- Devil Lord

Physical description and Personality   A tall warrior clad in black leather armor, covered in a light frost that crackles and breaks with movement. a steel helmet with a black aron faceguard covers his face, the front detailing an unfeeling stoic expression.   Fighting Strategy   Fights on the ground alongside his undead mount, the red dragon Wyrm (ghost dragon). When fighting, Wyrm and any other demons in the area can use its reaction to take a hit for Eric that would have otherwise hit him.  
Str-18 Dex-26 Con-18 Wis-12 Int-20 Cha-18
+4 +8 +4 +2 +5 +4
  • Armor Class- 24
  • Health Points- 350
  • Speed- 45ft
  • Saving Throws- Con +10, Dex +16
  • Skills- Persuasion +10, Deception +12, Arcana +10
Resistance and Immunities-
  • Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities charmed, frightened, poisoned
  • Magic Resistance- advantage on saving throws against spells and other magical effects.
Actions and go to Spells-
  • Extra attack- can make 3 attacks with his longswords, or 2 attacks with his lance. can replace 1 attack with a cantrip.
  • Longswords- +15 hit, 2d8+1d6 ice+12 damage
  • Hellfire Lance- use while on dragon. +15 to hit, reach 10 ft, 1d12+3d10 fire+10 damage.
  • Chill Touch- +10 hit, 4d8 necrotic and target can't regain HP until next turn
  • Mind Sliver- ranged cantrip, Int sav throw and on failure takes 4d6 damage and takes a -1d4 on next saving throw.
Abilities
  • Blood Curse Binding- BA- you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until it passes the save at the end of its turn. Take 1d6 damage yourself.
  • Blood Curse Corrosion- BA- you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse. Take 1d6 damage yourself.
  • Terrifying Command. BA- Each creature that isn’t a fiend within 60 feet that can hear it must succeed on a DC 20 Charisma saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon’s Terrifying Command for 24 hours.
  • Healing (7/Day). The narzugon, or one creature it touches, regains up to 100 hit points.
Spells
  • Spell Attack Mod +10, Spell Save DC= 20
  • At will- Chill Touch, Mind Sliver, Invisibility, Disguise self, Toll Dead,
  • 5 times per day- Misty Step, Bestow Curse, Counter Spell, Fireball (storm of sharp icicles), Fly, Vampiric Touch
  • 3 times per day- Evard's Black Tentacles (ground turns to ice, creeping ice covers their legs and pierces them), Greater Invisibility, Polymorph, Summon Greater Demon, Wall of Fire (ice reflavor)
  • 2 times per day- Disintegrate, Draconic Transformation (frost breath weapon), Meteor Swarm (ice spikes up from the ground)
Legendary actions- Eric can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his next turn.
  • Legendary Resistance- 3 times per day, when he fails a saving throw, he can choose to succeed instead.
  • Rapier Strike (1 action)- Can make 1 melee attack
  • Misty Step (1 reaction)- when a physical attack would hit him, he can choose to cast misty step (using a spell slot) and have the attack miss.
  • Spell (2 action)- Can cast a spell from his list.
Mythic Action- When reduced to 0 HP, the helmet is knocked from his head, revealing his face beneath. His skin is bale icy blue, and his face is frozen in a state of agony. 
  • He regains all HP, one use of legendary resistance, and an icy wind picks up dealing 2d6 frost damage to anyone that enters 30ft of him or ends their turn within the same area, as well as making this 30ft circle difficult terrain.