3e SRD:Demon, Nalfeshnee
This material is published under the OGL 1.0a. |
Nalfeshnee[edit]
Size/Type: | Huge Outsider (Chaotic, Evil) |
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Hit Dice: | 11d8+44 (93 hp) |
Initiative: | +1 (Dex) |
Speed: | 30 ft., fly 40 ft. (poor) |
AC: | 28 (-2 size, +1 Dex, +19 natural) |
Attacks: | Bite +15 melee, 2 claws +13 melee |
Damage: | Bite 2d4+6, claw 1d4+3 |
Face/Reach: | 10 ft. by 10 ft./15 ft. |
Special Attacks: | Spell-like abilities, smite, summon demon |
Special Qualities: | Damage reduction 20/+2, SR 24, poison and electricity immunity, cold, fire, and acid resistance 20, telepathy, know alignment, see invisibility |
Saves: | Fort +11, Ref +8, Will +13 |
Abilities: | Str 23, Dex 13, Con 19, Int 22, Wis 22, Cha 16 |
Skills: | Bluff +17, Concentration +18, Diplomacy +17, Hide +7, Knowledge (arcana) +16, Listen +26, Move Silently +15, Scry +19, Search +20, Sense Motive +19, Spellcraft +20, Spot +26 |
Feats: | Cleave, Multiattack, Power Attack |
Climate/Terrain: | Any land and underground |
Organization: | Solitary or troupe (1 nalfeshnee, 1 nalfeshnee, and 2-5 vrocks) |
Challenge Rating: | 16 |
Treasure: | Standard coins; double goods; standard items |
Alignment: | Always chaotic evil |
Advancement: | 12-17 HD (Huge); 18-33 (Gargantuan) |
Except where noted below, all demons speak Infernal, Celestial, and Draconic.
Combat
Spell-Like Abilities: At will-alter self, call lightning, chaos hammer, chill touch, death knell, deeper darkness, desecrate, detect magic, feeblemind, greater dispelling, invisibility (self only), magic circle against good (self only), mirror image, raise dead, slow, teleport without error (self plus 50 pounds of objects only), unholy aura, unholy blight, and web. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).
Smite (Su): Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Affected creatures take 15 points of damage (Reflex half DC 18). They also must succeed at a Will save (DC 18) or be in a stupor for 1d10 rounds as visions of their worst fears hound them. They receive full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Summon Demon (Sp): Some demons can summon other demons much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no demons answer the summons. Summoned creatures automatically return whence they came after 1 hour. A demon that has just been summoned cannot use its own summon ability for 1 hour. Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success.
Know Alignment (Su): Nalfeshnees always know the alignment of any creature that they look upon.
See Invisibility (Su): Nalfeshnees continuously see invisibility as the spell cast by a 12th-level sorcerer.
Telepathy (Su): Nalfeshnees can communicate telepathically with any creature within 100 feet that has a language.
Skills: Nalfeshnees receive a +8 racial bonus to Listen and Spot checks..
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