
This world is filled with miasma. Claim resources to travel the fog and re-enforce cities, uncover the secrets the land holds with detail around every cornor. This is an open world game and has dungeons as well as landmarks. Help the citizens reclaim their land or simply let it be. Defeat the demons and purify the lands and help supply chains prosper. Defeat The Abyssal Concord's territory and claim this land back for Hilt, Guth Fae!
Played | 16 times |
Cloned | 3 times |
Created | 8 days ago |
Last Updated | 1 days ago |
Visibility | Public |

Size | Large |
Type | Fiend |
CR | 13 |
XP | 10000 |
Languages | Abyssal, telepathy 120 ft. |
Armor Class | 18 |
HP Range | 112 - 256 (Avg: 184) |
Damage Vulnerabilities | None |
Damage Resistances | , , , |
Damage Immunities | |
Condition Immunities |
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
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.
Multiattack
The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
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.