Nalfeshnee
Large fiend, chaotic evil
- Armor Class
- 18
- Hit Points
- 184 (16d10)
- Speed
- fly 30 ft., 20 ft.
- Senses
- truesight 120 ft., passive perception 11
- Languages
- Abyssal, telepathy 120 ft.
- Challenge
- 13 (10,000 XP)
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.
Large fiend, chaotic evil
Special Abilities
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.
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.
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