Large fiend (demon), Chaotic Evil
| Armor Class | 18 (natural armor) |
|---|---|
| Hit Points | 184 (16d10 + 96) |
| Speed | 20 ft., fly 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) |
| Saving Throws | Cha +7, Con +11, Int +9, Wis +6 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | poison |
| Condition Immunities | poisoned |
| Senses | truesight 120 ft., passive Perception 11 |
| Languages | Abyssal, telepathy 120 ft. |
| Challenge | 13 |
The nalfeshnee has advantage on saving throws against spells and other magical effects.
The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Melee Attack Roll: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
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.
The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Large fiend (demon), Chaotic Evil
| Armor Class | 18 |
|---|---|
| Hit Points | 184 (16d10 + 96) |
| Speed | 20 ft., fly 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) |
| Saving Throws | Cha +7, Con +11, Int +9, Wis +6 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison |
| Condition Immunities | frightened; poisoned |
| Senses | Truesight 120 ft., passive Perception 11 |
| Languages | Abyssal; telepathy 120 ft. |
| Challenge | 13 |
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.
The nalfeshnee has Advantage on saving throws against spells and other magical effects.
The nalfeshnee makes three Rend attacks.
Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage.
The nalfeshnee teleports up to 120 feet to an unoccupied space it can see.
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.