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NalfeshneeCreature 14


CEHugeDemonFiend
Source Pathfinder Bestiary 2
Perception +25 (darkvision, true seeing)
Languages Abyssal, Celestial, Draconic, Telepathy 100 Feet
Skills Lore +25, Arcana +25, Athletics +28, Deception +26, Diplomacy +24, Intimidation +28, Religion +25
Str +8, Dex +2, Con +8, Int +5, Wis +5, Cha +4

AC 34; Fort +28; Reflex +22; Will +23; +1 status to all saves vs. magic
HP 365
Speed 30 feet (fly 40 feet)
Weaknesses Coldiron 15, Good 15

Jaws One Action +29 (+24, +19) to hit (magical, reach 15) 3d12+14 Piercing
Claw One Action +29 (+25, +21) to hit (agile, magical, reach 15) 3d8+14 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicForfeiture Aversion (mental)

A nalfeshnee's greed is such that losing possessions causes them harm. If an item is stolen from a nalfeshnee, the demon takes 3d6+10 mental damage.

Greedy Grab Reaction

Trigger A creature critically fails a weapon Strike against the nalfeshnee


Effect The nalfeshnee attempts to Disarm the weapon used in the triggering Strike at a -2 circumstance penalty. On a success, the nalfeshnee steals the weapon.

Claim Wealth One Action (conjuration, divine, extradimensional, teleportation)

The nalfeshnee steals all unattended items glowing with its Light of Avarice into an extradimensional space. The demon can Interact to regurgitate any number of these items into their hand or onto the ground. If the demon dies, is affected by a teleportation effect, or consumes an extradimensional space (such as a bag of holding), they vomit up all the items.

Light of Avarice Two Actions (divine, enchantment, light, mental)

Frequency once per hour


Effect Beams of unholy light shoot from the nalfeshnee toward four items within 60 feet. If someone is holding or wearing a targeted item, they can keep it from being affected with a successful DC 34 reflex save. For 1 minute, the affected items glow in nauseating colors. Any non-demon is Sickened 2 and Slowed 1 as long as it holds, wears, or touches a glowing item.

Recovering from the sickness requires a successful DC 29 will save instead of a Fortitude save. Ending the sickness this way ends the slowed condition and makes the creature temporarily immune to Light of Avarice for 24 hours.

If the creature removes or drops the item, both conditions end immediately but the creature doesn't become immune to Light of Avarice.


Divine Innate Spells (DC 34, +24 to hit)

4th Level: Dimension Door (At will)
5th Level: Dimension Door, Illusory Object (At will)
6th Level: Dispel Magic (At will), Divine Wrath, True Seeing (Constant)

Rituals

1st Level: Abyssal Pact


Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures and knowledge alike and form from the souls of avaricious mortals. Few demons understand the inner workings of the Abyss itself like nalfeshnees, and it's not unusual for a nalfeshnee to see itself as a servitor of the Abyss itself first rather than bow before 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. A nalfeshnee's realm in the Abyss can easily surpass the strength and size of the largest mortal kingdoms, for nalfeshnees display a singular gift for managing and manipulating the chaos of the Abyss.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.