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Nalfeshnee

Challenge
Alignment
Terrain
str
20
dex
16
con
22
int
20
wis
16
cha
16

AC 18 (natural armor)

HP 184 (16d10 + 96; bloodied 92)

Speed 20 ft., fly 30 ft.


Proficiency +5; Maneuver DC 18

Saving Throws Str +10, Con +11, Int +10, Wis +8, Cha +8

Damage Resistances cold, fire, lightning; damage from nonmagical weapons

Damage Immunities poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 13

Languages Abyssal, telepathy 120 ft.


Chaotic Evil. The nalfeshnee radiates a Chaotic and Evil aura. 

Magic Resistance. The nalfeshnee has advantage on saving throws against spells and magical effects.


ACTIONS

Multiattack. The nalfeshnee makes a bite attack and a claws attack.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (5d10 + 5) piercing damage. If it uses its bite on a dead, non-demon creature, it regains 27 (5d10) hit points and recharges its Horror Nimbus. It may gain this benefit only once per creature. 

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 31 (4d12 + 5) slashing damage.

Chaos Blast. Beams of multicolored light arc through a 15-foot-radius sphere centered on a point within 90 feet. Each creature in the area that does not have a Chaotic alignment makes a DC 16 Wisdom saving throw , taking 52 (8d12) force damage on a failure or half damage on a success.


BONUS ACTIONS

Horror Nimbus (1/Day). The nalfeshnee glows with an unholy, multicolored radiance. Each creature within 15 feet of the nalfeshnee that can see it makes a DC 16 Wisdom saving throw . On a failure, a creature is frightened for 1minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport. The nalfeshnee magically teleports up to 120 feet to an unoccupied space it can see.

Combat

The nalfeshnee stays out of melee combat, using Chaos Blast and letting minions do the dirty work. If threatened with melee attacks, it uses Horror Nimbus and its bite and claws, and bites downed opponents to recharge. If alone against dangerous foes, or if its allies are taking a beating, it flees using Teleport.


Demon Names

Abigor, Aborag, Agoraxas, Algalar, Ana-Sepiya, Arcanax, Argenthrixus, Ashban, Brezremith, Caim, Carn, Carnifex, Gall, Hacari, Ignax, Ildramath, Iritra, Lachirax, Maggoth, Malfias, Milviash, Moloth, Morza, Namazeu, Razortail, Sarzan, Serechor, Suroth, Tehezu, Uzuzzu, Velavis, Velgizich, Wreak, Zugor, Zuthis


Legends and Lore

With an Arcana or Religion check, characters can learn the following:

DC 10 Demons are fiends spawned from the Abyss. They are creatures of pure chaos: even the most intelligent demon can’t be reasoned with.

DC 15 Poison can’t adversely affect a demon’s alien physiology. They shrug off much of the damage caused by cold, fire, lightning, and mundane weapons.

DC 20 The most powerful demons are even more resilient. They entirely ignore the effects of many magic spells.

Description

A nalfeshnee is a gross conglomeration of animal features: the body of an ape, the tusks of a boar, cloven hooves instead of feet, and feathered wings seemingly too small to lift its enormous frame. Despite their bestial appearance, nalfeshnees are quite cunning and rule over lesser demons like mortal despots. A nalfeshnee’s baser instincts, however, are always at odds with its reason. The “court” of a nalfeshnee is inevitably a scene of unrestrained gluttony and carnage.

Behavior

1–3 Committing acts of mindless destruction (setting a fire, uprooting trees, defiling a holy site)

4 Trapped in an abandoned summoning circle

5 Pacing the far side of a magic mirror or planar gate, waiting to be released

6 Mangling the corpse of a recent kill

7 Guarding or patrolling, under the control of a summoner

8 Using napkins and rusted cutlery to dine on humanoid corpses

9 Drawn to you by the secret holy or unholy power of one of your magic items

10 if you let it live, it promises to harm one of your enemies

Signs

1 Pained screams accompanied by guttural laughter

2 Residual negative emotions (envy, paranoia, rage) subtly influence the area’s inhabitants

3 Horribly misshapen animals, born with extra legs, eyes, or heads

4 The remains of another monster, torn limb from limb

5 A human corpse; its face is frozen in an expression of horror

6 Clawed footprints

Encounters

Demons are native to the Abyss but can threaten any part of the world if summoned or by bursting through poorly-sealed arcane gates.

CR 0–2 1d4 dretches ; quasit

CR 3–4 horde demon ; shadow demon ; quasit with 1 to 3 death dogs

CR 5–10 glabrezu ; hezrou ; vrock ; 2 or 3 horde demons ; 2 shadow demons ; shadow demon with 1d4 shadows

Treasure 1 warhammer (named Night Terror; its wielder is rattled while in darkness)

CR 11–16 horde demon band ; marilith ; nalfeshnee ; glabrezu with 1 or 2 horde demons ; hezrou with 1d6 + 2 ghouls ; 3 or 4 shadow demons

Treasure 2 scimitar (named Wrath; intelligent, Lawful Evil, with Intelligence, Wisdom and Charisma scores of 12)

CR 17–22 balor ; 2 glabrezu ; 3 vrocks ; horde demon band with cambion , hezrou , or vrock

Treasure gold demon idol (7,500 gp), 2 bottles containing invisible wine that act as potions of invisibility , spell scrolls of contact other plane and dominate person , demon armor

CR 23–30 balor general ; balor or marilith with horde demon band ; marilith with 2 spirit nagas

Treasure massive ruby (25,000 gp) that contains a soul trapped by the magic jar spell, spell scrolls of magic jar and plane shift , 3 arrows of celestial slaying , 2 longsword   (named Storm Claw; its wielder can cast lightning bolt with no components once per long rest, saving throw DC 18)

CR 31+ balor general with horde demon band , marilith , or nalfeshnee ; balor with 1d4 + 1 vrocks ; marilith with 3 or 4 hezrous

Treasure gemmed black iron war horn (25,000 gp), gemmed dragonbone crown (25,000 gp), 4 elemental gems (water) , Ioun stone of leadership , vorpal sword

Monster Type Description

Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.