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.
Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
A very welcoming butler greats you as you enter and takes you into a dining room. Try to get you to stay.
Description
Seated at the table are the same person in different ages. Light flickers and they are all in stages of horrible decay. They refer to themselves as Legion.
Lair and Lair Actions
The mansion is the cursed form of this fiend. While in this form, undead, aberrations and fiends live inside. The attic contains a large brain. If the brain is destroyed, the monster will be banished to another plane of existence. There are warding seals and sigils on the walls, keeping and cursing the fiend to stay in this form. If the curse is lifted the Nalfeshnee emerges and attacks. Other versions of this mansion may be in the for of a dollhouse. Those that touch the dollhouse must pass a DC 15 Wisdom save or be shrunk and trapped inside the dollhouse. Those trapped in the dollhouse for 24 hours, and each day after, must make a DC 12 Wisdom save or be petrified.
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