Large fiend, chaotic evil
- Armor Class
- 18
- Hit Points
- 184 (16d10 + 96)
- Speed
- fly 30 ft., 20 ft.
- Challenge
- 13 (10,000 XP)
- Saving Throws
- Cha +7, Con +11, Int +9, Wis +6
- Damage Resistances
- cold; fire; lightning
- Damage Immunities
- poison
- Condition Immunities
- frightened; poisoned
- Senses
- Truesight 120 ft., passive Perception 11
- Languages
- Abyssal; telepathy 120 ft.
Traits
If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
The nalfeshnee has Advantage on saving throws against spells and other magical effects.
Actions
The nalfeshnee makes three Rend attacks.
Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage.
The nalfeshnee teleports up to 120 feet to an unoccupied space it can see.
Bonus Actions
wis DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. 28 (8d6) Psychic damage, and the target has the Frightened condition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight. The target is immune to this nalfeshnee's Horror Nimbus for 24 hours.
Reactions
Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creature.