### Nalfeshnee (Demon) *Large fiend (demon), chaotic evil* **Armor Class** 18 (natural armor) **Hit Points** 184 (16d10+96) **Speed** 20 ft., fly 30 ft. | STR | DEX | CON | INT | WIS | CHA | |:--------:|:--------:|:--------:|:--------:|:--------:|:--------:| | 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) | **Saving Throws** Con +11, Int +9, Wis +6, Cha +7 **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** poisoned **Senses** truesight 120 ft., passive Perception 11 **Languages** Abyssal, telepathy 120 ft. **Challenge** 13 (10,000 XP) ***Magic Resistance***. The nalfeshnee has advantage on saving throws against spells and other magical effects. ###### Actions ***Multiattack***. 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.