NalfeshneeLarge fiend (demon)
Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.
Bite (1/turn). Melee Weapon Attack: +10 to hit, reach 1 m. Hit: 32 (5d10 + 5) piercing damage.
Claw (2/turn). Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 15 (3d6 + 5) slashing damage.
Horror Nimbus (Recharge 5–6). The nalfeshnee magically emits scintillating, multicolored light. Each creature within 3 meters of the nalfeshnee that can see the light must succeed on a DC 19 Will 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.
Teleport (1/turn). The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 20 meters to an unoccupied space it can see.
Variant: Summon Demon (1/long rest). The demon chooses what to summon and attempts a magical summoning.
A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
A summoned demon appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required).
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9