Nalfeshnee
Nalfeshnee
Large fiend, 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 Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
- 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: 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.
- 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.