NaviAI

You are not logged in.

Nalfeshnee

No image available for this monster.

Basic

Size: Large

Type: fiend

Alignment: chaotic evil

Health

Hit Points: 184

Hit Dice: 16d10

HP Roll: 16d10+96

Armor

Type: natural

Value: 18

Movement

Walk: 20 ft.

Fly: 30 ft.

Swim: None

Ability Scores

Strength: 21

Dexterity: 10

Constitution: 22

Intelligence: 19

Wisdom: 12

Charisma: 15

Proficiencies

  • Saving Throw: CON: +11
  • Saving Throw: INT: +9
  • Saving Throw: WIS: +6
  • Saving Throw: CHA: +7

Senses

  • truesight: 120 ft.
  • passive_perception: 11

Damage Vulnerabilities

None

Damage Resistances

  • cold
  • fire
  • lightning
  • bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

  • poison

Condition Immunities

  • Poisoned

Special Abilities

  • 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: 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.

Legendary Actions

None

Other Information

Languages: Abyssal, telepathy 120 ft.

Challenge Rating: 13

Proficiency Bonus: 5

XP: 10000