⊕ Show advanced search options ⊖ Hide advanced search
Demon:Nalfeshnee (Tanar'ri)
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  
Reflex: 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 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)  

Description:  

Nalfeshnees speak Abyssal, 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, 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 electricity.

Resistances (Ex): Nalfeshnees have cold, fire, and acid resistance 20.

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.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002