Nalfeshnee (Demone)
Nalfeshnee (Demon)
Large fiend (demon), chaotic evil
Armor Class 18 (natural armor)
Hit Points 184 (16d10+96)
Speed 20 ft., fly 30 ft.
| STR | DEX | CON | INT | WIS | CHA | --------- | --------- | --------- | --------- | --------- | --------- | 21 (+5) | 10 (+0) | 22 (+6) | 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)
- 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.