b'Demon, Nalfeshnee \n'b'  Family:   Demons  \n'b' A towering, corpulent  beast , this fiend has the hideous head of a boar and arms ending in fatty, four-fingered hands. \n'b'  Large   fiend  (demon),  chaotic evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  184 (16d10 + 96)  Speed  20 ft., fly 30 ft.\n'b' STATS STR: 21 (+5) DEX:  10 (+0)  CON:  22 (+6)  INT:  19 (+4)  WIS:  12 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +11,  Int  +9,  Wis  +6,  Cha  +7  Damage Resistances  cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   poisoned   Senses   truesight  120 ft., passive Perception 11  Languages  Abyssal, telepathy 120 ft.  Challenge  13 (10,000 XP) \n'b' Special Traits \n'b'   Magic Resistance : The nalfeshnee has advantage on saving throws against spells and other magical effects. \n'b'  Actions \n'b'   Multiattack : The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. \n'b'  Bite :  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 32 (5d10 + 5) piercing damage. \n'b'  Claw :  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 15 (3d6 + 5) slashing damage. \n'b'  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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee\xe2\x80\x99s Horror Nimbus for the next 24 hours. \n'b'  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.'