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
NoneOther Information
Languages: Abyssal, telepathy 120 ft.
Challenge Rating: 13
Proficiency Bonus: 5
XP: 10000