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    Nalfeshnee 5e: Stats, Horror Nimbus and Teleport Tactics

    The nalfeshnee is a CR 13 Large demon (10,000 XP) with AC 18, 184 hit points and a body that barely moves: 20 feet walking, 30 flying. It makes up for that with two tricks. Horror Nimbus frightens everyone within 15 feet who fails a DC 15 Wisdom save, and Teleport moves it up to 120 feet to any space it can see. In 2014 the nimbus comes free with its Multiattack; Teleport costs its action. The 2024 nalfeshnee adds 8d6 psychic damage to the nimbus, deals force damage on every hit and gains a Pursuit reaction that teleports it next to anyone it can see who ends a move within 120 feet.

    Table of Contents

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    Nalfeshnee Stat Block (2014)

    Nalfeshnee

    Large fiend (demon), chaotic evil

    Armor Class 18 (natural armor)
    Hit Points 184 (16d10+96)
    Speed 20 ft., fly 30 ft.
    STR
    21 (+5)
    DEX
    10 (+0)
    CON
    22 (+6)
    INT
    19 (+4)
    WIS
    12 (+1)
    CHA
    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 (XP 10,000; PB +5)

    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.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Its Multiattack says it "uses Horror Nimbus if it can," then bites once (32) and claws twice (15 each, reach 10 feet). That is 62 damage at +10. Against AC 18 a +10 attack hits on an 8 or better (65%), about 40 damage a round, on top of a free area fear effect whenever the recharge comes up.

    Teleport is a separate action in 2014. Using it means giving up the Multiattack that turn, so the 2014 nalfeshnee teleports to escape or to reach a priority target, not every round. Neither SRD stat block gives it spells. Its Intelligence 19 and truesight are for reading the battlefield, not casting.

    The 2024 Nalfeshnee

    Nalfeshnee

    Large Fiend (Demon), Chaotic Evil

    Armor Class 18
    Initiative +5 (15)
    Hit Points 184 (16d10 + 96)
    Speed 20 ft., fly 30 ft.
    STR
    21 (+5)save +5
    DEX
    10 (+0)save +0
    CON
    22 (+6)save +11
    INT
    19 (+4)save +9
    WIS
    12 (+1)save +6
    CHA
    15 (+2)save +7
    Resistances cold, fire, lightning
    Immunities poison; Frightened; Poisoned
    Senses Truesight 120 ft.; Passive Perception 11
    Languages Abyssal; telepathy 120 ft.
    Challenge 13 (XP 10,000; PB +5)

    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.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    2014 Nalfeshnee2024 Nalfeshnee
    AttacksBite 32 + two Claws 15Three Rends, 27 each (16 slashing + 11 force), reach 10 ft.
    Horror NimbusInside Multiattack, frightened only, save each turnBonus action, 28 (8d6) psychic + frightened, ends when the target takes damage
    TeleportActionAction, plus the Pursuit reaction
    Condition immunitiesPoisonedFrightened, Poisoned
    Weapon resistanceNonmagical B/P/SNone
    New traitDemonic Restoration

    Three Rends that hit for 27 each is 81 damage, about 53 a round against AC 18. Few characters resist force damage, so even a barbarian raging against the slashing half takes the full 11.

    The 2024 nimbus frightens differently. The target doesn't get a save at the end of each turn. Instead the fear ends when it takes damage, after 1 minute, or when it ends a turn without line of sight to the nalfeshnee.

    How the Nalfeshnee Fights

    Open with the nimbus. It recharges on a 5 or 6, so plan on it once at the start and treat any repeat as a bonus. Against a character with a +2 Wisdom save, DC 15 fails 60% of the time. A cleric with +9 still fails 25% of the time. A frightened creature has disadvantage on attacks and ability checks while it can see the nalfeshnee, and can't willingly move closer to it.

    Don't hit the frightened ones (2024). The 2024 fear ends the moment the target takes damage. A smart nalfeshnee puts all three Rends on whoever made the save and leaves the frightened characters stuck at the edge of the fight. It has Intelligence 19, so play it that way.

    Teleport to the backline. The nalfeshnee can't walk anywhere useful at 20 feet. Teleport fixes that: 120 feet, no opportunity attacks, straight to the wizard. In 2014, that costs its action, so it teleports in one turn and attacks the next. In 2024, the Pursuit reaction does it without spending the action. Any creature it can see that ends its move within 120 feet can trigger a teleport to within 10 feet of that creature, once per round. The caster who steps out from behind a pillar to get line of sight now has a demon next to them.

    Use truesight. Invisibility, Mirror Image and illusions do nothing against its 120-foot truesight. It knows exactly where everyone is.

    Retreat when hurt. A nalfeshnee below half hit points should teleport away. In 2024, Demonic Restoration means it doesn't fear death outside the Abyss, so it might stay and fight. On its home plane, it has every reason to run.

    How Many Nalfeshnees for a Level 12 Party?

    A nalfeshnee is 10,000 XP. For four characters:

    Party levelEncounter2024 budget result2014 guidelines
    101 nalfeshneeHighHard
    111 nalfeshneeModerateHard
    121 nalfeshneeModerateMedium
    151 nalfeshnee + 1 hezrouModerateHard

    The 2014 column follows the 2014 Dungeon Master's Guide guidelines (used by our encounter calculator). A lone nalfeshnee still suffers from action economy against four characters. Give it bodyguards: a hezrou or two vrocks holding the frightened characters in place makes the fear far more dangerous.

    How Players Beat a Nalfeshnee

    • •Spread out beyond 15 feet. The nimbus is an emanation around the nalfeshnee. If only one character is within 15 feet when it fires, only one character rolls.
    • •In 2024, damage frees the frightened. A frightened ally who takes any damage, even 1 point, stops being frightened. Hitting a friend with a weak area spell is a legitimate rescue.
    • •Target Dexterity. Its Dexterity save is +0, its worst by far. Disintegrate at DC 18 still fails about 72% of the time even with Magic Resistance's advantage, and 75 force damage is a big chunk of 184.
    • •Avoid fire, cold and lightning. It resists all three.
    • •Banish it. Banishment targets Charisma (+7, with advantage). At DC 18 it fails about 25% of the time, which is poor odds, but if the caster holds concentration for the full minute, it doesn't come back.
    • •Don't rely on invisibility or illusions. Truesight sees through both.

    Nalfeshnee Encounter Ideas

    The tribunal. A nalfeshnee holds court in a ruined basilica, judging souls dragged before it by lesser demons. The party arrives mid-session. It would rather bargain than fight, as long as the price is someone's soul.

    The ledger room. Cultists keep their records in a vault the nalfeshnee guards, and the vault is 300 feet long with pillars every 30 feet. Every time a character steps out to cross a gap, Pursuit drops the demon beside them.

    Breaking the seal. A nalfeshnee is bound inside a ring of holy symbols that frays a little more each night. The party can fight it now while it's weakened, or try to repair the ring while it watches through truesight and works on anyone who comes close.

    Frequently Asked Questions

    What CR is a nalfeshnee in 5e?

    The nalfeshnee is CR 13 and worth 10,000 XP in both the 2014 and 2024 rules.

    How does Horror Nimbus work?

    In 2014, each creature within 15 feet that can see the light makes a DC 15 Wisdom save or is frightened for 1 minute, repeating the save at the end of each turn. In 2024, it's a bonus action that deals 28 (8d6) psychic damage on a failed save and frightens until the target takes damage, ends its turn out of line of sight, or a minute passes. It recharges on a 5 or 6 in both editions.

    Can the nalfeshnee cast spells?

    Not in the SRD. Neither the 2014 nor the 2024 stat block has a Spellcasting trait. Teleport is one of its own actions, not a spell, so Counterspell can't stop it.

    Is the nalfeshnee immune to being frightened?

    In 2024, yes: it is immune to the Frightened and Poisoned conditions. The 2014 nalfeshnee is only immune to poisoned.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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