Nalfeshnee

The nalfeshnee is a Large fiend of challenge rating 13 in the fifth-edition System Reference Document.

SRD 5.1 (2014)

Nalfeshnee

Size and type
Large fiend
Challenge
13 (10,000 XP)
Armour class
18
Hit points
184 (16d10+96)
Speed
20 ft, fly 30 ft
Saving throws
Con +11, Int +9, Wis +6, Cha +7
Resistances
cold, fire, lightning, bludgeoning, piercing and slashing from nonmagical attacks
Damage immunities
poison
Condition immunities
poisoned
Senses
truesight 120 ft, passive perception 11
STR21+5
DEX10+0
CON22+6
INT19+4
WIS12+1
CHA15+2

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.

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SRD 5.2.1 (2024)

Nalfeshnee

Size and type
Large fiend
Challenge
13 (10,000 XP)
Armour class
18
Hit points
184 (16d10+96)
Speed
20 ft, fly 30 ft
Saving throws
Con +11, Int +9, Wis +6, Cha +7
Resistances
cold, fire, lightning
Damage immunities
poison
Condition immunities
frightened, poisoned
Senses
truesight 120 ft, passive perception 11
STR21+5
DEX10+0
CON22+6
INT19+4
WIS12+1
CHA15+2

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.

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