|Size & Type (subtype):||Huge Outsider (Chaotic, Evil)||Hit Dice:||11d8+44 (93)|
|Initiative: ||+1 (Dex) ||Speed: ||30 ft., fly 40 ft. (poor) |
|Armor Class: ||28 (-2 size, +1 Dex, +19 natural) ||Attacks: ||Bite +15 melee, 2 claws +13 melee |
|Damage: ||Bite 2d4+6, claw 1d4+3 ||Face and Reach: ||10 ft. by 10 ft./15 ft. |
|Special Attacks: ||Spell-like abilities, smite, summon tanar'ri ||Special Qualities: ||Damage reduction 20/+2, SR 24, tanar'ri qualities, know alignment, see invisibility |
|Saving Throws ||Fortitude: 11 |
|Abilities: ||Str: 23|
|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 and Terrain: ||Any land and underground ||Climate: ||cold,temperate,warm |
|Terrain: ||desert,forest,hill,marsh,mountains,plains,underground ||Organization: ||Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2-5 vrocks) |
|Challenge Rating: ||16 ||Challenge Rating Value: ||16 |
|Treasure: ||Standard coins; double goods; standard items ||Alignment: ||Always chaotic evil |
|Advancement: ||12-17 HD (Huge); 18-33 HD (Gargantuan) |
Nalfeshnees speak Abyssal, Celestial, and Draconic.
Spell-Like Abilities: At will-alter self, call lightning,
chaos hammer, chill touch, death knell, deeper darkness,
desecrate, detect magic, feeblemind, forget, 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
tanar'ri are immune to this effect.
Summon Tanar'ri (Sp): 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. This is much as though casting a summon monster spell.
Summoned creatures automatically return whence they came after 1 hour.
A tanar'ri that has just been summoned cannot use its own
summon ability for 1 hour.
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.
Immunities (Ex): Nalfeshnees are immune to poison and
Resistances (Ex): Nalfeshnees have cold, fire, and acid
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