Demon, Nalfeshnee

Huge Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) — CR 14

Monster Manual v.3.5 (MM), p. 453.5
Hit Dice
14d8+112 (175 hp)
Initiative
+1
Speed
Land 30 ft
Armor Class
27, touch 9, flat-footed 26
Base Attack / Grapple
+14/+29
Attack
Bite +20 melee (2d8+7)
Full Attack
Bite +20 melee (2d8+7) and 2 claws +17 melee (1d8+3)
STR
25
DEX
13
CON
27
INT
22
WIS
22
CHA
20
Fort / Ref / Will
+17 / +10 / +15
Challenge Rating
14
Alignment
Always Chaotic-Evil
Organization
Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2–5 vrocks)
Treasure
Standard coins; double goods; standard items
Environment
Infinite Layers of the Abyss
Level Adjustment
Spell Resistance
22
Caster Level
12

Special Abilities

SmiteSpell-Like AbilitiesSummon Tanar'riDamage ReductionDarkvisionImmunity to ElectricityImmunity to PoisonResistance to AcidResistance to ColdResistance to FireTrue SeeingTelepathySpell Resistance

Feats

This creature is a grotesque blending of an ape and a corpulent boar. It stands on its hind legs, rising to more than three times the height of a human. It has a pair of feathered wings that seem ridiculously small compared to the rest of its body.

Description

Demons are a race of creatures native to the Abyss, a plane of endless evil. They are ferocity personified and will attack any creature just for the sheer fun of it—even other demons. They enjoy terrifying their victims before slaying them and often devour the slain. Many demons, not satisfied with their own iniquity, take pleasure in tempting mortals to become as depraved as they are.

A number of demons belong to a race (and subtype) known as the tanar’ri. The tanar’ri form the largest and most diverse group of demons, and they are the unchallenged masters of the Abyss.

These enormous demons await the arrival of doomed souls into the Abyss, where the nalfeshnees can judge them. Of course, nalfeshnees relish the chance to begin the punishment of the damned.

A nalfeshnee can fly despite its small wings.

A nalfeshnee is more than 20 feet tall and weighs 8,000 pounds.

Combat

When fulfilling their duties in the underworld, nalfeshnees usually disdain combat as being beneath them. Given the opportunity, they succumb to blood lust and do battle. They disable opponents with their smite ability and slaughter them while they can’t fight back.

A nalfeshnee’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

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. Any creature within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.

Spell-Like Abilities: At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23). Caster level 12th. The save DCs are Charisma-based.

Summon Demon (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 ability is the equivalent of a 5th-level spell.

True Seeing (Su): Nalfeshnees continuously use true seeing, as the spell (caster level 14th).

Skills: Nalfeshnees have a +8 racial bonus on Listen and Spot checks.