5e SRD 5.2.1 · 5.2.1
Nalfeshnee
Monsters > Nalfeshnee
Large Fiend (Demon), Chaotic Evil AC 18 Initiative +5 (15) HP 184 (16d10 + 96) Speed 20 ft., Fly 30 ft. MOD SAVE MOD SAVE MOD SAVE Str 21+5+5Dex 10+0+0Con 22+6+11 Int 19+4+9WIS 12+1+6Cha 15+2+7 Resistances Cold, Fire, Lightning Immunities Poison; Frightened, Poisoned Senses Truesight 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft. CR 13 (XP 10,000; PB +5) Traits 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. Night Hag