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Nalfeshnee (Demone)

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Nalfeshnee (Demone)

Large fiend (demon), chaotic evil

classe Armatura 18 (natural armor)

Punti Ferita 184 (16d10+96)

Velocità 20 ft., fly 30 ft.

| STR | DEX | CON | INT | WIS | CHA | |---------|---------|---------|---------|---------|---------| | 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) |

Tiri Salvezza Con +11, Int +9, Wis +6, Cha +7

Danno Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Danno Immunities poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Percezione 11

Linguaggi Abyssal, telepathy 120 ft.

Challenge 13 (10,000 XP)

Magic Resistenza. The nalfeshnee has advantage on saving throws against spells and other magical effects.

            1. 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. Arma da Mischia Attacco: +10 to hit, reach 5 ft., one target. Colpito: 32 (5d10+5) piercing damage.

Claw. Arma da Mischia Attacco: +10 to hit, reach 10 ft., one target. Colpito: 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 Saggezza 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.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.