SRD5:Nalfeshnee: Difference between revisions
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|languages={{SRD5|Abyssal}}, {{srd5lc|Telepathy}} 120 ft. <!--Common, Goblin, None, etc.--> | |languages={{SRD5|Abyssal}}, {{srd5lc|Telepathy}} 120 ft. <!--Common, Goblin, None, etc.--> | ||
|cr=13 <!--Challenge Rating--> | |cr=13 <!--Challenge Rating--> | ||
|xp= | |xp= | ||
|canon=true | |||
|qualities= | |qualities= | ||
{{5e Ability|Magic Resistance|The nalfeshnee has {{srd5lc|Advantage}} on {{srd5lc|Saving Throw}}s against {{srd5lc|Spell}}s and other magical effects.}} | {{5e Ability|Magic Resistance|The nalfeshnee has {{srd5lc|Advantage}} on {{srd5lc|Saving Throw}}s against {{srd5lc|Spell}}s and other magical effects.}} | ||
Revision as of 06:50, 22 February 2020
| Nalfeshnee | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Large Fiend (Demons), Chaotic Evil | ||||||||||||
| Armor Class: 18 | ||||||||||||
| Hit Points: 184 (16d10+96) | ||||||||||||
| Speed: 20 ft., fly 30 ft. | ||||||||||||
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| Saving Throws: Con +11, Int +9, Wis +6, Cha +7 | ||||||||||||
| Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks. | ||||||||||||
| Damage Immunity: poison | ||||||||||||
| Condition Immune: poisoned | ||||||||||||
| Senses: truesight 120 ft., passive perception 13 | ||||||||||||
| Languages: Abyssal, telepathy 120 ft. | ||||||||||||
| Challenge: 13 (10,000 xp)Proficiency Bonus (PB): +5 | ||||||||||||
Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.
ActionsMultiattack. 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. |
Sources
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