Large fiend (demon), chaotic evil
Huge fiend (demon), chaotic evil (suggested)
Armor Class 18 (natural armor)
Hit Points 184 (16d10 + 96)
Hit Points (suggested) 174 (16d12 + 96)
Speed 20 ft., fly 30 ft.
Proficiency Bonus +5
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) |
Saving Throws Con +11, Int +9, Wis +6, Cha +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 13 (10000 XP)
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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A nalfeshnee is one of the most grotesque and powerful demons in the Abyss. It resembles a monstrous hybrid of ape and boar, with a corpulent body covered in coarse fur, a porcine head with six tusks, and small wings that somehow enable it to fly. Its eyes glow with malevolent intelligence and cruelty, and its claws can rend flesh and bone with ease. A nalfeshnee stands about 20 feet tall and weighs about 8,000 pounds .
Few beings terrify mortals more than the nalfeshnee. Mortals who pass into the Abyss eventually come before one of these “lords of woe”, there to suffer judgment and the pain of transformation. Nalfeshnee have red, glowing eyes that pierce the mind and seem to draw energy from just a glance.
COMBAT
A nalfeshnee is a formidable opponent in combat, capable of using both physical and magical attacks. It prefers to fight from a distance, using its telepathy to communicate with other demons and coordinate their assaults. It can also teleport to an unoccupied space it can see, avoiding danger or surprising foes .
A nalfeshnee’s most fearsome ability is its horror nimbus, a scintillating, multicolored light that emanates from its body. This light can induce terror in any creature that sees it, causing them to flee or cower in fear. A nalfeshnee often uses this power to sow chaos and panic among its enemies, before closing in for the kill .
A nalfeshnee is resistant to cold, fire, lightning, and nonmagical weapons, and immune to poison. It also has advantage on saving throws against spells and other magical effects, thanks to its innate magic resistance .
HABITAT / SOCIETY
A nalfeshnee dwells in the deepest and darkest layers of the Abyss, where it rules over lesser demons as a tyrant and a judge. It is often found in courts of corruption, where it presides over trials and executions of other fiends, delighting in their suffering and torment . There they judge the mortal life forces that pass into the Abyss.
A nalfeshnee is rarely seen alone, as it commands a horde of loyal followers and servants. It often sends its minions to carry out its schemes and missions, while it stays behind to plot and scheme. A nalfeshnee is always hungry for more power and prestige, and will not hesitate to betray or destroy anyone who stands in its way.
A nalfeshnee is the most intelligent tanar’ri, considering itself superior even to the balors. Nalfeshnee do not act on this feeling because they recognize the balors’ greater strength. However, a nalfeshnee seldom passes up an opportunity to secretly embarrass a balor, foil its plans, or even prolong the Blood War. The nalfeshnee rule the 400th layer of the Abyss, where they sit on flaming thrones on the Mountain of Woe.
ECOLOGY
A nalfeshnee is a creature of pure evil and chaos, driven by its insatiable appetite for destruction and domination. It feeds on the fear and pain of other beings, especially those who are good or lawful. It also enjoys indulging in gluttony and hedonism, consuming vast amounts of food and drink, as well as engaging in depraved acts with other demons or captives.
A nalfeshnee feeds on hatred and despair, emotions it can draw out of any being it sees. It devours these feelings from the life forces it judges, leaving empty husks of useless thoughts. These husks then transform into other forms of tanar’ri in ceremonies involving unimaginable torture.
A nalfeshnee has no natural predators or allies, as it considers itself superior to all other creatures. It views other demons as rivals or tools, and other planes as potential conquests or sources of amusement. A nalfeshnee has no interest in the balance of the cosmos or the affairs of the gods, unless they interfere with its plans or desires.