Nurdrakhaan
Source: The Gods Are Bastards - Web Serial
Type: High-Power Entity
Hierarchy: High-Power Entities (Hell's equivalent to dragons)
Minimum Warlock Level: 20
Physical Description
Nurdrakhaan are massive, serpentine demons that serve as Hell's equivalent to dragons. They are huge and unmistakable in size and configuration, with serpentine bodies that can stretch to immense lengths. They have dragon-like appearances, combining the majesty and power of true dragons with the infernal nature of demons.
Their massive size makes them capable of causing widespread destruction, and their presence is often associated with major infernal events. They can emit distinctive hissing sounds that can be fear-inducing or disorienting, adding to their terrifying presence on the battlefield.
As dragon-equivalents, Nurdrakhaan possess high intelligence and immense power. They are rare and formidable, considered among the most powerful and dangerous entities in the infernal realms.
Role in Hell
Nurdrakhaan occupy a unique position in Hell's hierarchy. They are not part of the organized caste systems like Khelminash cities, but their rarity and immense power grant them significant status. They are considered among the most powerful and dangerous entities in the infernal realms, with destructive capabilities that rival those of true dragons.
They are often used in large-scale assaults and major infernal operations where overwhelming power and destruction are required. Their rarity means they are not commonly encountered, but when they appear, they represent a significant escalation in infernal threats.
Making a Pact
What Nurdrakhaan Want
Nurdrakhaan seek: - Recognition of their power: They value acknowledgment of their status as dragon-equivalents - Significant offerings: They require valuable offerings, rare materials, or major favors - Respect: They demand to be treated with the respect due to their power and rarity - Grand purposes: They are not interested in minor pacts—they seek warlocks with grand ambitions
What They Get from the Pact
Through the pact, Nurdrakhaan gain: - A champion worthy of their power: The warlock becomes a tool for advancing grand infernal goals - Prestige: The warlock provides recognition and acknowledgment of the Nurdrakhaan's status - Significant influence: The warlock becomes a major agent for infernal power
Contract Difficulty
Negotiation DC: Extremely Hard (DC 25 Charisma check)
Nurdrakhaan are among the most difficult demons to contract with. They are intelligent, powerful, and rare, making them highly selective about who they will pact with. They are master negotiators who will ensure the pact reflects their status and power. Failing negotiations can be extremely dangerous.
Demon Summon
When you summon your pacted Nurdrakhaan demon, it appears in its full massive, serpentine form and can aid you in the following ways:
- Siege Warfare: The Nurdrakhaan can destroy structures, break enemy formations, and cause massive destruction
- Intimidation: Its immense size and power can terrify enemies and break morale
- Transport: The Nurdrakhaan can carry you or fly you to locations
- Combat: The demon can engage in massive-scale combat, using its size and power
The Nurdrakhaan can remain summoned for a number of hours equal to your warlock level, and it will follow your commands related to its capabilities. However, as one of the most powerful demons, it expects to be treated with the utmost respect and may resist commands that demean its status or waste its power on trivial tasks.
Warning: Summoning a Nurdrakhaan is an immense undertaking. The demon's presence alone can cause destruction, and its power is difficult to control. Use this summon with extreme caution.
Example Stat Block
name: Nurdrakhaan
size: Gargantuan
type: fiend
subtype: demon
alignment: chaotic evil
ac: 22
hp: 450
hit_dice: 30d20 + 150
speed: 40 ft., fly 80 ft., swim 40 ft.
stats: [28, 10, 20, 18, 16, 20]
skillsaves:
- arcana: 12
- history: 12
- insight: 11
- perception: 17
- stealth: 5
damage_resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical attacks
damage_immunities: poison, fire
condition_immunities: charmed, frightened, poisoned
senses: blindsight 60 ft., darkvision 120 ft., truesight 120 ft.
languages: Abyssal, Tanglish, Draconic, Infernal, telepathy 120 ft.
cr: 21
traits:
- name: Legendary Resistance (3/Day)
desc: "If the Nurdrakhaan fails a saving throw, it can choose to succeed instead."
- name: Magic Resistance
desc: "The Nurdrakhaan has advantage on saving throws against spells and other magical effects."
- name: Siege Monster
desc: "The Nurdrakhaan deals double damage to objects and structures."
actions:
- name: Multiattack
desc: "The Nurdrakhaan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."
- name: Bite
desc: "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) fire damage."
- name: Claw
desc: "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage."
- name: Tail
desc: "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage."
- name: Frightful Presence
desc: "Each creature of the Nurdrakhaan's choice that is within 120 feet of the Nurdrakhaan and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Nurdrakhaan's Frightful Presence for the next 24 hours."
- name: Infernal Breath (Recharge 5-6)
desc: "The Nurdrakhaan exhales infernal energy in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 70 (20d6) fire damage plus 70 (20d6) force damage on a failed save, or half as much damage on a successful one."
- name: Spellcasting
desc: "The Nurdrakhaan is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It knows the following spells:\n\nCantrips (at will): fire bolt, mage hand, minor illusion\n1st level (4 slots): detect magic, mage armor, shield\n2nd level (3 slots): detect thoughts, hold person\n3rd level (3 slots): counterspell, fireball, haste\n4th level (3 slots): banishment, greater invisibility, wall of fire\n5th level (3 slots): contact other plane, hold monster\n6th level (2 slots): disintegrate\n7th level (2 slots): plane shift\n8th level (1 slot): power word stun\n9th level (1 slot): meteor swarm"
legendary_actions:
- name: Detect
desc: "The Nurdrakhaan makes a Wisdom (Perception) check."
- name: Tail Attack
desc: "The Nurdrakhaan makes a tail attack."
- name: Wing Attack (Costs 2 Actions)
desc: "The Nurdrakhaan beats its wings. Each creature within 15 feet of the Nurdrakhaan must succeed on a DC 25 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The Nurdrakhaan can then fly up to half its flying speed."
Related: Magical Patrons/Infernal/Demons | Mechanics/Classes/Warlock | Infernal Magic Overview | Mana | Magic System Interactions