THE SHARED REFERENCE Adventurer

Monster

Nellik

Outside your table’s allowed sources

Official reference · PaBTSO · 2014

Creature type
Fiend
Size
Large
Armor class
18 (natural armor)
Hit points
123 (13d10 + 52)
Speed
Walk 40 ft., Fly 60 ft.
Challenge rating
9
Alignment
Neutral Evil
Strength
20
Dexterity
11
Constitution
19
Intelligence
12
Wisdom
10
Charisma
15
Passive Perception
14
Skills
intimidation: +6; perception: +4; stealth: +4
Senses
blindsight 60 ft., darkvision 60 ft.
Languages
Abyssal, Infernal, telepathy 60 ft.
Resistances
cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
acid, poison
Condition Immunities
poisoned

Traits

Magic Resistance

Nellik has advantage on saving throws against spells and other magical effects.

Magic Weapons

Nellik's weapon attacks are magical.

Actions

Multiattack

Nellik makes two melee attacks, or it makes one melee attack and teleports before or after the attack.

Claw

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time Nellik hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Greataxe

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage; if the target is an Aberration, it takes an additional 6 (1d12) slashing damage, and if it is grappling a creature, it must succeed on a DC 15 Strength saving throw or its grapple ends.

Teleport

Nellik magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Innate Spellcasting

Nellik's innate spellcasting ability is Charisma. Nellik can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image

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