Nalfeshnee
Nalfeshnees are large demons that appear like a standing mix of an ape and a boar.
Source: Systems Reference Document
Attributes
STR
DEX
CON
INT
WIS
CHA
Stat | Value |
---|---|
Creature Type | Large Fiend |
Alignment | CHAOTIC_EVIL |
Armor Class | 10 (natural armor) |
Hit Points | 184 (16d10 + 96) |
Combat Rating | 13 CR |
Speed | 20 ft (30 ft) |
Senses | Passive Perception 11 , Truesight 120 ft |
Languages | Abyssal, telepathy 120 ft. |
Damage Resistances | cold, fire, lightning, non magical bludgeoning, non magical piercing, non magical slashing |
Damage Immunities | poison |
Condition Immunities | poisoned |
Skills
Abilities
Magic Resistance
The nalfeshnee has advantage on saving throws against spells and other magical effects.
Actions
Multiattack : action
The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
Bite : action
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Rolls:
Attack: 1d20 + 10
Damage: 5d10 + 5
Claw : action
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Rolls:
Attack: 1d20 + 10
Damage: 3d6 + 5
Horror Nimbus (Recharge 5-6 : action
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
Rolls:
Recarge: 1d6
Teleport : action
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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