Nalfeshnee

Large Fiend (Demon), Chaotic Evil

AC 18     Initiative +5 (15)
HP 184 (16d10 + 96)
Speed 20 ft., Fly 30 ft.

Ability Scores
STR 21 (+5) Save +5    DEX 10 (+0) Save +0    CON 22 (+6) Save +11
INT 19 (+4) Save +9    WIS 12 (+1) Save +6    CHA 15 (+2) Save +7

Resistances Cold, Fire, Lightning
Immunities Poison; Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 11
Languages Abyssal; telepathy 120 ft.
CR 13 (XP 10,000; PB +5)

Traits

  • Demonic Restoration. If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
  • Magic Resistance. The nalfeshnee has Advantage on saving throws against spells and other magical effects.

Actions

  • Multiattack. The nalfeshnee makes three Rend attacks.
  • Rend. Melee Attack Roll: +10, reach 10 ft.
    Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage.
  • Teleport. The nalfeshnee teleports up to 120 feet to an unoccupied space it can see.

Bonus Actions

  • Horror Nimbus (Recharge 5–6). Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee.
    Failure: 28 (8d6) Psychic damage, and the target has the Frightened condition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight.
    Success: The target is immune to this nalfeshnee’s Horror Nimbus for 24 hours.

Reactions

  • Pursuit. Trigger: Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee.
    Response: The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creature.
DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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