Nalfeshnee (CR 14)

Huge Outsider (Chaotic, Extraplanar, Evil, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., true seeing, Listen +31, and Spot +31
Languages: Telepathy 100 ft.


AC: 27 (-2 size, +1 Dex, +18 natural), touch 9, flat-footed 26
Hit Dice: 14d8+112 (175 hp); DR: 10/good
Fort +17, Ref +10, Will +15
Speed: 30 ft., fly 40 ft. (poor)
Space: 15 ft./15 ft.
Base Attack +14; Grapple +29
Attack: Bite +20 melee
Full Attack: Bite +20 melee and 2 claws +17 melee
Damage: Bite 2d8+7, claw 1d8+3
Special Attacks/Actions: Spell-like abilities, smite, summon Tanarri
Abilities: Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20
Special Qualities: immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, SR 22
Feats: Cleave; Improved Bull Rush; Multiattack; Power Attack; Weapon Focus (bite)
Skills: Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +7, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), and Use Magical Device +22 (+24 scrolls)
Advancement: 15-20 HD (Huge); 21-42 HD (Gargantuan)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2-5 vrocks)
Treasure/Possessions: Standard coins, double goods, standard items

Source: Monster Manual

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 15). They also must succeed at a Will save (DC 18) or be in a stupor for 1d10 rounds as visions of their fears hound them. They receive full Dexterity and shield bonus 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.

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.

Skills: Nalfeshnees receive a +8 racial bonus to Listen and Spot checks.

Tanar'ri Qualities: Tanar'ri are immune to poison and electricity. It has have cold, fire, and acid resistance 20. Tanar'ri can communicate telepathically with any creature within 100 feet that has a language.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Tanarri Subtype

Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.

Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).