Nalfeshnee

Large fiend (demon), chaotic evil

  • Armor Class 18 (Natural Armor)
  • Hit Points 184 (16d10+96)
  • Speed 20 ft., fly 30 ft.

STR
21 (+5) 

DEX
10 (+0) 

CON
22 (+6) 

INT
19 (+4) 

WIS
12 (+1) 

CHA
15 (+2)

  • Saving Throws Con +11, Int +9, Wis +6, Cha +7
  • Damage Resistance 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)
  • 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: (5d10 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (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.
  • Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.