Demon, Nalfeshnee
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A towering, corpulent beast, this fiend has the hideous head of a boar and arms ending in fatty, four-fingered hands.
Few demons understand the inner workings of the Abyss like the nalfeshnee, and it is not unusual to see a nalfeshnee seeming to serve the Abyss itself rather than a demon lord. Some claim stewardship over the fleshy realms that birth new demons, while others guard sites of particular significance deep in the plane’s secret reaches.
Often, a nalfeshnee’s realm in the Abyss surpasses the strength and size of the largest of mortal kingdoms, for nalfeshnees display a singular gift for managing and ordering the chaos of the Abyss. Mortal summoners often seek them out for their unparalleled yet mad intellects, ever taking care to comb through bargains with such demons for hidden and unwanted consequences, for there is little a nalfeshnee will agree to do that does not, in some sinister way, advance the needs and desires of the Abyss.
Nalfeshnees stand 20 feet tall and weigh 8,000 pounds. They form from the souls of greedy or avaricious evil mortals, particularly those who ruled over empires of slavery, theft, banditry, and more violent vices.
Demon, Nalfeshnee
Family: Demons
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A towering, corpulent beast, this fiend has the hideous head of a boar and arms ending in fatty, four-fingered hands.
Large fiend (demon), chaotic evil
Armor Class 18 (natural armor)
Hit Points 184 (16d10 + 96)
Speed 20 ft., fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 10 (+0) | 22 (+6) | 19 (+4) | 12 (+1) | 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 (10,000 XP)
Special 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.
Nalfeshnee CR 14
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XP 38,400
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +5;
Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura (DC 23)
DEFENSE
AC 29, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +16 natural, –2 size)
hp 203 (14d10+126)
Fort +22, Ref +9, Will +21
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 25
OFFENSE
Speed 30 ft., fly 40 ft. (poor)
Melee bite +23 (3d8+11/19–20), 2 claws +23 (2d6+11)
Space 15 ft.; Reach 15 ft.
Special Attacks unholy nimbus
Spell-Like Abilities (CL 12th)
Constant—true seeing, unholy aura (DC 23)
At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)
STATISTICS
Str 32, Dex 13, Con 29, Int 23, Wis 22, Cha 20
Base Atk +14; CMB +27; CMD 42
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack
Skills Bluff +22, Diplomacy +22, Fly +10, Intimidate +19, Knowledge (arcana) +23, Knowledge (planes) +23, Knowledge (any one other) +20, Perception +31, Sense Motive +23, Spellcraft +23, Stealth +10, Use Magic Device +22; Racial Modifier +8 on Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SPECIAL ABILITIES
Unholy Nimbus (Su)
Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of madness hound it. The save DC is Charisma-based.
ECOLOGY
Environment any (Abyss)
Organization solitary or warband (1 nalfeshnee, 1 hezrou, and 2–5 vrocks)
Treasure standard
Section 15: Copyright Notice
Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.