Bestiary | Monsters | Demon | Nalfeshnee

Demon, Nalfeshnee

Cr: 14. Xp: 38,400. Alignment: CE. Size: Huge. Creature Type: Outsider. Creature Subtype: chaotic, demon, evil, extraplanar.
Init: +5. Senses: darkvision 60 ft., true seeing; Perception +31. Aura: unholy aura (DC 23). Ac: 29, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +16 natural, -2 size).
Hp: 203 (14d10+126).
Fortitude: +22. Reflex: +9. Will: +21. Dr: 10/good. Resist: acid 10, cold 10, fire 10. Immune: electricity, poison. Sr: 25.
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. Strength: 32. Dexterity: 13. Constitution: 29. Intelligence: 23. Wisdom: 22. Charisma: 20.
Base Attack: +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 Modifiers: +8 on Perception.
Languages: Abyssal, Celestial, Draconic; telepathy 100 ft..
Environment: any (Abyss). Organization: solitary or warband (1 nalfeshnee, 1 hezrou, and 2-5 vrocks). Treasure: standard.
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%)


Description: A towering, corpulent beast, this fiend has the hideous head of a boar and arms ending in fatty, four-fingered hands.

Special Abilities

Unholy Nimbus

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.

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.