
Whimsical, mysterious, and slightly spooky—think Ghibli meets The Legend of Zelda: Majora’s Mask. In the quiet town of Merribog, the villagers have stopped laughing. Literally. Anyone who tries to laugh finds themselves struck with hiccups, then silence, then eerie giggles that aren’t their own. They beg the adventurers to investigate the source. Ideal setup: The local bard begs the players for help after she loses her voice mid-performance, and a disembodied laugh echoes from the rafters.
Played | 6 times |
Cloned | 1 times |
Created | 21 days ago |
Last Updated | 21 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.