Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

D&D 5th Edition

Compendium

Type to search for a spell, item, class — anything!

Nalfeshnee

Ready to play? Build unlimited D&D characters Create Now

Edit Page Content

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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 (Recharge 5-6): 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.

Attributes

AC
18 (Natural Armor)
Alignment
Chaotic Evil
CHA
15
CON
22
Challenge Rating
13
Condition Immunities
Poisoned
DEX
10
HP
184 (16d10+96)
INT
19
Immunities
Poison
Languages
Abyssal, Telepathy 120 Ft.
Passive Perception
11
Resistances
Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Roll 0
Bite 1d20 + 10 5d10+5
Roll 1
Claw 1d20 + 10 3d6+5
STR
21
Saving Throws
Con +11, Int +9, Wis +6, Cha +7
Senses
Truesight 120 Ft.
Size
Large
Speed
20 ft., fly 30 ft.
Type
fiend (demon)
WIS
12
Advertisement Create a free account