Demon Nalfeshnee

To Fertile Crescent Monsters To Main Bestiary


Saint Theodore's miracle Tempera on wood, 36 × 31.5 × 2.4, State Russian Museum, Sankt Petersburg 1st half of XVIIth century Saint Theodore's miracle Tempera on wood, 36 × 31.5 × 2.4, State Russian Museum, Sankt Petersburg 1st half of XVIIth century
Huge outsider (Chaotic, Extraplanar, Evil)
Hit Dice 14d8+112 (175 hp)
Initiative +1
Speed 30 ft. (6 squares), Fly 40 ft. (poor)
Armor Class 27 (-2 size, +1 Dexterity, +18 natural) 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)
Space/Reach 15 ft./15 ft.
Special Attacks Smite, spell-like abilities, summon demon
Special Qualities Damage reduction 10/good, Darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, Spell Resistance 22, telepathy 100 ft., true seeing
Saves Fort +17, Ref +10, Will +15
Abilities Strength 25, Dexterity 13, Constitution 27, Intelligence 22, Wisdom 22, Charisma 20
Skills Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, 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), Use Magic Device +22 (+24 scrolls)
Feats Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite)
Environment A chaotic evil-aligned plane
Organization Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2-5 vrocks)
Challenge Rating 14
Treasure Standard coins; double goods; standard items
Alignment Always chaotic evil
Advancement 15-20 HD (Huge); 21-42 HD (Gargantuan)
Level Adjustment -

A nalfeshnee can Fly despite its small wings.

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


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.


To Monsters

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at