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.
Banishment. Seriously my players knew just let the demon out an immediately banished it. I counted it as a win and gave them exp since they'd already killed Accerak using a wish so exp wasn't really a huge factor.
YES
Basically everyone here has watched the puffin forest vid, and it's hilarious
Hell yes. Everybody in here talking about the obelisk. Only a few know of the guardian of the maze engine. Im running that encounter tonight!
yes
Looks like my ex-girlfriend.
Lets be real. The only reason you searched this was because of the Obelisk Encounter.
Rolled with advantage because it has magic resistance?
I think its funny you all assume to know everything the DM running the encounter knows. They don't have to tell you everything, and they can do what they want. That is why they are the DM.
@Bhuddaguy “Halfling wizard, Diviner, level 11, with portent dice of 13 and 8, on the wizard's turn he cast banishment, the demon failed it's saving throw (DC 17 Charisma save) the Nalfeshee got a 10 (my 8 + 2 charisma modifier.) No more demon, we went on.”
Wow your wizard got lucky, he rolled an 8 even with the advantage on the saving throw, which is 2 short of the DC 17 saving throw with the +7 throw.
My DM happened to forget that Magic Circle takes a minute to cast, so it was trapped and we just sniped it until it was dead. But we fought another one of these later, party of 5 lvl 12s, a fighter, a ranger, a barbarian, a warlock and a cleric (me).
The the fighter, and ranger did half damage with their nonmagical weapons, but the barbarian had a magic greataxe that did most of the heavy lifting. Me and the warlock both cast Toll the Dead (3d12 necrotic) and got lucky with some failed saves on the nalfeshee’s part. I also got lucky with Harm (59 necrotic damage!!). I dropped to 0 hp, but i was fine and everyone else took no hits (why me?). That was with 3 Stench Kows and a quasit with a Wand of Lightning Bolts in the way.
...Man-bear-pig?
Lets Boogey
lol everyone here was only looking this up because they saw it in the SAME VIDEO!
This monster is kinda weak it has some ok damage and its resistance is strong but it has bad movement and no ranged attacks and bad initiative, stealth and perception. A level 2 rogue (variant human or custom lineage) with mobile could beat this in a 1v1, yeah it might take a lot of time but the rogue wont even get hit by it ONCE!
So what you wanna do is either sneak up on it and get suprise easy it only has +1 perception and you should have a +7 stealth or win initiative theres a good chance you will since it doesnt have a initiative bonus. Thenfor you action if you get suprise and win initiative run up to it and stab it with your action and then offhand attack it with your bonus action if you have it and then next turn stab it again with both main hand and offhand and run your 40 ft away from (you wont provoke cuz of mobile) now its his turn and its gonna use either its action to dash to reach you or teleport to you then it cant attack you or if its smart its gonna move its speed to you and use Horror Nimbus but who cares cuz you can just run and wait for a lucky roll on the dc it might even stay where it is and take a ready action to attack you if you get close. Now its your turn again now if it dashed you and its within 5 ft action and bonus action attack it if it teleported and its within 5 ft do the same if its within 10 feet instead run up to it hit it with your action and then bonus action dash away from it (40 ft) if it Horror nimbus you just run and stall if it waits for you shoot it with ur bow (this monster is easy with range but this was to show that you can melee it at lvl 2). Then if you suprise and lose initiative then first round where its suprised then attack it with melee (if its more than 40 ft away ranged attack it) and just save ur bonus action for dash and use it to get 40 ft away (the trick is to just end you turn with 40 ft between you and it). If you dont suprise and win initiative then the same melee it (if its more than 40 ft away ranged) and then bonus action dash away 40 ft. Then if you dont suprise and lose initiative if ur more than 40 ft away then youre fine if you not then pray for bad roles my dude cuz else you dead and the same if you get suprised and its within 40 ft if you win initiative but still suprised then if hes more than 40 ft away then your fine but if hes within 40 ft then youre doomed and if you lose initiative and is suprised well you can props guess the outcome. But the chance of you getting suprised by a this guy is so slim what dm would send a cr 13 monster after a singular lvl 2 character?!?!?!? But if youre the one to seek it out then its stealth is pretty bad it has no modifier and as a rogue you should have at least 12-13 passive perception and thats at least you may even have a 15-17 its best bet to suprise you is to hide far away and then teleport to you but if it teleport to you thats gonna be the suprise round cuz it still has bonus action, free action and movement left so its and it should not just get a free non suprise turn like what??? But still if you then lose initiative then say goodbye. So the next time you destroy an obelisk you should know how to survive.
"Looks like one of my uncles"- said a co-worker as we were looking at 3D models.
I can't help but imagine these things as flying really stupidly like Grunkles from HTTYD 😂
Beware of the obelisk encounter
Sad that a powerful demon in earlier editions with spells like Feeblemind and Web is now just presented as "strong dumb pig demon".
How do you kill it? We polymorphed it and then put it into a bag of holding. he he he
Death by asphyxiation.