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)
- 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
Nellik has advantage on saving throws against spells and other magical effects.
Nellik's weapon attacks are magical.
Actions
Nellik makes two melee attacks, or it makes one melee attack and teleports before or after the attack.
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.
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.
Nellik magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Spellcasting
Nellik's innate spellcasting ability is Charisma. Nellik can innately cast the following spells, requiring no material components: