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Habitat: Planar (Abyss); Treasure: Relics

Nalfeshnees seek to dominate all they encounter. Hulking and grotesque, these demons combine misshapen, bestial features with ogre-like frames. Through both brute force and cunning, nalfeshnees compel cultists and weaker demons to serve them in the endless conflicts of the Abyss or in plots on the Material Plane.

Many nalfeshnees view themselves as prospective demon lords and seek to conquer realms of their own. They often use promises of fiendish magic or Abyssal alliances to tempt ambitious mortals into ruinous pacts. Should they run out of patience, nalfeshnees conjure visions of the Abyss and other nightmares to terrorize others into obeying.

The Blood War—that ageless clash between devils and demons—helps ensure the balance of the multiverse. At times it makes unlikely allies, but never delude yourself into believing there’s a lesser of two evil. I won’t be thanking a demon for every day I’m spared a devil’s lash.
—Mordenkainen

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.

The Blood War—that ageless clash between devils and demons—helps ensure the balance of the multiverse. At times it makes unlikely allies, but never delude yourself into believing there’s a lesser of two evil. I won’t be thanking a demon for every day I’m spared a devil’s lash.


Nalfeshnee

Large Fiend (Demon), Chaotic Evil
  • Armor Class 18
  • Hit Points 184 (16d10 + 96)
  • Speed 20 ft., Fly 30 ft.
  • Initiative +5 (15)
STR
21 (5)
DEX
10 (0)
CON
22 (6)
INT
19 (4)
WIS
12 (1)
CHA
15 (2)
  • Saving Throws Str +5, Dex +0, Con +11, Int +9, Wis +6, Cha +7
  • Damage Resistance Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Frightened, Poisoned
  • Senses Truesight 120 ft., passive Perception 11
  • Languages Abyssal; Telepathy 120 ft.
  • Challenge 13 (10,000 XP)
  • Habitat Planar (Abyss)
  • Treasure Relics
  • 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 Weapon Attack: +10 to hit, reach 10 ft., One Target. Hit: (2d10 + 5) Slashing damage plus (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.

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 (or [[8d6]] (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.
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