Dungeons & Dragons Fifth Edition SRD

This resource contains useful selections. You can find the complete documentation here: System Reference Document.


Nalfeshnee

Nalfeshnee

Large, fiend, chaotic evil
Armor Class
18 (natural)
Hit Points
184
(16d10+96)
Speed:
Walk 20 ft.,
Fly 30 ft.,


STR
21
(5) DEX
10
(0)
CON
22
(6)
INT
19
(4)
WIS
12
(1)
CHA
15
(2)


Saving Throws:
CON +11
,
INT +9
,
WIS +6
,
CHA +7
Skills:
Damage Vulnerabilities:
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: Poisoned
Senses:
truesight 120 ft.
Passive Perception:
11
Languages: Abyssal, telepathy 120 ft.
CR:
13
(10000 XP)
Proficiency Bonus: 5

Traits:

  • 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.



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