Nellik

Large fiend (yugoloth), neutral evil

Armor Class

18 (natural armor)

Hit Points

123 (13d10 + 52)

Speed

40 ft., fly 60 ft.

Skills

stealth +4, intimidation +6, perception +4

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

acid, poison

Condition Immunities

poisoned

Senses

blindsight 60 ft., darkvision 60 ft.

Languages

Abyssal, Infernal, telepathy 60 ft.

Challenge

9

Proficiency Bonus

+4

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

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.