Combat Statistics

CR 13
Challenge Rating
10,000 XP
18
Armor Class
184
Hit Points
(16d10)
Speed: {"walk":20,"fly":30} ft.
Strength
21
(+5)
Dexterity
10
(+0)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
22
(+6)
Intelligence
19
(+4)
Wisdom
12
(+1)
Charisma
15
(+2)
Damage Resistances: ["cold", "fire", "lightning", "bludgeoning, piercing, and slashing from nonmagical weapons"]
Damage Immunities: ["poison"]
Condition Immunities: [{"index":"poisoned", "name":"Poisoned", "url":"/api/2014/conditions/poisoned"}]
Senses: Truesight 120 ft., Passive Perception 11 ft. passive Perception 11
Languages: ["Abyssal", "telepathy 120 ft."]
Proficiency Bonus: +5

Special Abilities

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 ft. 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 ft. to an unoccupied space it can see.

Quick Reference

Type: Fiend
Size: Large
Alignment: chaotic evil
Environment: Any

DM Tools

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CR 13 | Challenge Rating: 13
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