- Armor Class
- 18 (natural armor)
- Hit Points
- 184 (16d10+96)
- Speed
- 20 ft., fly 30 ft.
- Challenge
- 13 (10,000 XP)
- Proficiency bonus
- +5
| 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
- Senses
- truesight 120 ft., passive Perception 11
- Languages
- Abyssal, telepathy 120 ft.
Traits
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.
A nalfeshnee is worth 10,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many nalfeshnees fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 7 other challenge 13 monsters in the SRD 5.1, the nalfeshnee has more hit points than 5 of them, which makes it tougher than most at its CR. See every CR 13 monster.
Nalfeshnee 2024 stat block
The 2024 Monster Manual revised the nalfeshnee, and the SRD 5.2 carries the new stat block. What changed:
- New in its stat block: Demonic Restoration, Rend and Pursuit.
- Gone from it: Bite and Claw.
- Armor Class
- 18
- Hit Points
- 184 (16d10 + 96)
- Speed
- 20 ft., fly 30 ft.
- Challenge
- 13 (10,000 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 15 (+2) |
- Damage resistances
- cold, fire, lightning
- Damage immunities
- poison
- Senses
- truesight 120 ft., passive Perception 11
- Languages
- Abyssal; telepathy 120 ft.
Traits
Demonic Restoration. 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.
Magic Resistance. The nalfeshnee has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The nalfeshnee makes three Rend attacks.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage plus 11 (2d10) Force damage.
Teleport. The nalfeshnee teleports up to 120 feet to an unoccupied space it can see.
Bonus actions
Horror Nimbus (Recharge 5–6). Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. Failure: 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. Success: The target is immune to this nalfeshnee’s Horror Nimbus for 24 hours.
Reactions
Pursuit. Trigger: Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. Response: The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creature.