Nalfeshnee
Demon
Large fiend (demon), chaotic evil
Armour Class: 18 (natural armour)
Hit Points: 184 (16d10 + 96)
Speed: 20 ft., fly 30 ft.
STR | DEX | CON |
21 (+5) | 10 (+0) | 22 (+6) |
INT | WIS | CHA |
19 (+4) | 12 (+1) | 15 (+2) |
Saving Throws: Con +11, Int +9, Wis +6, Cha +7
Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: poisoned
Senses: truesight 120 ft., passive Perception 11
Languages: Abyssal, telepathy 120 ft.
Challenge: 13 (10,000 XP)
Abilities
Magic Resistance – The nalfeshnee has advantage on saving throws against spells and other magical effects.
Actions
Multiattack – The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
Bite – Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Claw – Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Horror Nimbus (Recharge 5–6) – The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be 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 nalfeshnee’s Horror Nimbus for the next 24 hours.
Teleport – The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.