- Armor Class
- 18 (natural armor)
- Hit Points
- 184 (16d10 + 96)
- 20 ft., fly 30 ft.
- STR 21 (+5)
- DEX 10 (+0)
- CON 22 (+6)
- INT 19 (+4)
- WIS 12 (+1)
- CHA 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
- Condition Immunities
- truesight 120 ft., passive Perception 11
- Abyssal, telepathy 120 ft.
- 13 (10,000 XP)
Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.
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.