Nellik

CreaturePaBTSOp. 1932014

Large fiend, neutral evil

Armor Class
18 (natural armor)
Hit Points
123 (13d10 + 52)
Speed
fly 60 ft., 40 ft.
Challenge
9 (5,000 XP)
STR
20
+5
DEX
11
+0
CON
19
+4
INT
12
+1
WIS
10
+0
CHA
15
+2
Skills
Stealth +4, Perception +4, Intimidation +6
Damage Resistances
cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities
acid; poison
Condition Immunities
poisoned
Senses
blindsight 60 ft., darkvision 60 ft., passive Perception 14
Languages
Abyssal, Infernal, telepathy 60 ft.

Traits

Magic Resistance.

Nellik has advantage on saving throws against spells and other magical effects.

Magic Weapons.

Nellik's weapon attacks are magical.

Actions

Multiattack.

Nellik makes two melee attacks, or it makes one melee attack and teleports before or after the attack.

Claw.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time Nellik hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Greataxe.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage; if the target is an Aberration, it takes an additional 6 (1d12) slashing damage, and if it is grappling a creature, it must succeed on a DC 15 Strength saving throw or its grapple ends.

Teleport.

Nellik magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Spellcasting

Innate Spellcasting.

Nellik's innate spellcasting ability is Charisma. Nellik can innately cast the following spells, requiring no material components:

Raw data
{
  "ac": [
    {
      "ac": 18,
      "from": [
        "natural armor"
      ]
    }
  ],
  "cr": "9",
  "hp": {
    "average": 123,
    "formula": "13d10 + 52"
  },
  "cha": 15,
  "con": 19,
  "dex": 11,
  "int": 12,
  "str": 20,
  "wis": 10,
  "name": "Nellik",
  "page": 193,
  "size": [
    "L"
  ],
  "type": {
    "tags": [
      "yugoloth"
    ],
    "type": "fiend"
  },
  "isNpc": true,
  "skill": {
    "stealth": "+4",
    "perception": "+4",
    "intimidation": "+6"
  },
  "speed": {
    "fly": 60,
    "walk": 40
  },
  "trait": [
    {
      "name": "Magic Resistance",
      "entries": [
        "Nellik has advantage on saving throws against spells and other magical effects."
      ]
    },
    {
      "name": "Magic Weapons",
      "entries": [
        "Nellik's weapon attacks are magical."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "Nellik makes two melee attacks, or it makes one melee attack and teleports before or after the attack."
      ]
    },
    {
      "name": "Claw",
      "entries": [
        "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or take 5 ({@damage 2d4}) slashing damage at the start of each of its turns due to a fiendish wound. Each time Nellik hits the wounded target with this attack, the damage dealt by the wound increases by 5 ({@damage 2d4}). Any creature can take an action to stanch the wound with a successful {@dc 13} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing."
      ]
    },
    {
      "name": "Greataxe",
      "entries": [
        "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) slashing damage; if the target is an Aberration, it takes an additional 6 ({@damage 1d12}) slashing damage, and if it is grappling a creature, it must succeed on a {@dc 15} Strength saving throw or its grapple ends."
      ]
    },
    {
      "name": "Teleport",
      "entries": [
        "Nellik magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."
      ]
    }
  ],
  "immune": [
    "acid",
    "poison"
  ],
  "resist": [
    "cold",
    "fire",
    "lightning",
    {
      "cond": true,
      "note": "from nonmagical attacks",
      "resist": [
        "bludgeoning",
        "piercing",
        "slashing"
      ]
    }
  ],
  "senses": [
    "blindsight 60 ft.",
    "darkvision 60 ft."
  ],
  "source": "PaBTSO",
  "_isCopy": true,
  "passive": 14,
  "hasToken": true,
  "miscTags": [
    "MLW",
    "MW"
  ],
  "alignment": [
    "N",
    "E"
  ],
  "languages": [
    "Abyssal",
    "Infernal",
    "telepathy 60 ft."
  ],
  "senseTags": [
    "B",
    "D"
  ],
  "traitTags": [
    "Magic Resistance",
    "Magic Weapons"
  ],
  "actionTags": [
    "Multiattack",
    "Teleport"
  ],
  "damageTags": [
    "S"
  ],
  "tokenCustom": true,
  "languageTags": [
    "AB",
    "I",
    "TP"
  ],
  "spellcasting": [
    {
      "name": "Innate Spellcasting",
      "type": "spellcasting",
      "will": [
        "{@spell darkness}",
        "{@spell detect magic}",
        "{@spell dispel magic}",
        "{@spell invisibility} (self only)",
        "{@spell mirror image}"
      ],
      "ability": "cha",
      "headerEntries": [
        "Nellik's innate spellcasting ability is Charisma. Nellik can innately cast the following spells, requiring no material components:"
      ]
    }
  ],
  "attachedItems": [
    "greataxe|phb"
  ],
  "conditionImmune": [
    "poisoned"
  ],
  "isNamedCreature": true,
  "spellcastingTags": [
    "I"
  ],
  "savingThrowForced": [
    "constitution"
  ]
}
Nellik ยท Wiki