Page 63 - Monster Manual [11th Print]
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A C T I O N S
NALFESHNEE ·
Large fiend (demon), chaotic evil Multiattack. The nalfeshnee uses Horror N i mbus ifit can.
It then makes th ree attacks: one with its bite and two with
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Armor Class 8 (natural armor) its claws.
Hit Points 1 8 4 (16dl0 + 96)
Speed 20 ft .. fly 30 ft. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft .. one target.
Hit: 32 (5dl0 + 5) piercing damage.
STR DEX CON I N T WIS CHA
h
21 (+5) 10 (+O) 22 (+6) 1 9 (+4) 12 {+l) 15 (+2) Claw. Melee Weapon Attack: + 10 to i t, reach 10 ft., one target.
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Hit: 5 (3d6 + 5) slashing damage.
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Saving Throws Con + 1 , Int +9, Wis +6, Cha +7 Horror Nimbus (Recharge 5-6). The nalfesh nee magically
Damage Resistances cold, fire, lightning; bludgeoning, emits scintil lating, multicolored light. Each creature within 5
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piercing, and slashing from nonmagical attacks feet of the nalfesh nee that can see the light must succeed on
Damage Immunities poison a DC 15 Wisdom saving throw or be frightened for l minute. A
Condition Immunities poisoned creature can repeat the saving th row at the end of each of its
Senses truesight 120 ft., passive Perception 1 1 turns, ending the effect on itself on a success. If a creature's
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Languages Abyssal, telepathy 2 0 ft.
saving th row is successful or the effect ends for it, the
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Challenge 3 (10,000 XP)
creature is immune to the nalfeshnee's Horror N i mbus for the
next 24 hours.
Magic Resistance. The nalfeshnee has advantage on saving
T e leport. The nalfeshnee magically teleports, along with
th rows against spells and other magical effects.
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any equipment it is wearing or carrying, up to 1 2 0 feet to an
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unoccu pied space it can see.
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