Running a nalfeshnee, straight combat


Advice


My PCs -- APL 9, six of them plus a 10th level NPC -- are about to fight a nalfeshness. It was supposed to be an avoidable fight but, well, stuff happened. They broke the last session just before the first blow.

They've been warned about the nalfeshnee and know it's a bit over their weight class. So this is a "roll the dice and what happens, happens" encounter. If they win, they'll have a hell of a story. If they lose, TPK.

PCs, all 9th level, are

-- Paladin
-- Half-orc barbarian, optimized for massive damage
-- Dwarf cleric of Abadar. Tends to buff (magic circle), heal, and throw spells (no-save spells like Crushing Remorse are favored)
-- Magus, optimized, straight out of the online guide. Always opens with burst haste on the party
-- Zen Archer Monk
-- Rogue/shadowdancer
-- NPC sorceror 10, optimized for traveling in the Abyss

Here's the Nalfeshnee:

Spoiler:

CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +5;
Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura (DC 23)

DEFENSE

AC 30, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +17 natural, –2 size)
hp 203 (14d10+126)
Fort +22, Ref +9, Will +21
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 25

OFFENSE

Speed 30 ft.
Melee bite +23 (3d8+11/19–20), 2 claws +23 (2d6+11)
Space 15 ft.; Reach 15 ft.
Special Attacks unholy nimbus
Spell-Like Abilities (CL 12th)
Constant—true seeing, unholy aura (DC 23)

At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)

STATISTICS

Str 32, Dex 13, Con 29, Int 23, Wis 22, Cha 20
Base Atk +14; CMB +27; CMD 42
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack
Skills Bluff +22, Diplomacy +22, Fly +10, Intimidate +19, Knowledge (arcana) +23, Knowledge (planes) +23, Knowledge (any one other) +20, Perception +31, Sense Motive +23, Spellcraft +23, Stealth +10, Use Magic Device +22; Racial Modifier +8 on Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

SPECIAL ABILITIES
Unholy Nimbus (Su)

Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of madness hound it. The save DC is Charisma-based.

Variant

This nalfeshnee lacks wings and so does not fly. It has an additional +1 to its natural AC, raising its normal AC from 29 to 20.

It's a straight-up combat, party v. demon. No allies or advantages of terrain. The only special conditions are (1) the Nalfeshnee is standing 10' away from a bottomless chasm, and (2) there's no flying allowed (well, you can fly if you want to, but then things attack you).

This seems like a combat that could go either way, depending on dice.

Round 1, obviously the demon opens with his Unholy Nimbus as a free action and... oh, probably Slow, which will be neutralized by the PC's Haste. On round 2, everyone will have to make a DC 22 Will save. For the dwarf (Will +16) or the magus (Will +9, smokecutter goggles for another +5) this is no biggie, but it'll have a good chance of shutting down the barbarian (+6 when raging) or the shadowdancer (+5). (In fact, given the amount of damage the raging/hasted/power-attacking barb can deal out, the whole combat may come down to "does the barb make his Will save" -- because if not, he alone can probably kill the demon in 3-4 rounds.)

The nalfeshnee has okay AC, but the smiting paladin and raging barb will both be swinging at +20 or more, and the magus and ZA monk won't be far behind. So that won't slow the PCs much. His SR is 25, which means the characters need to roll in the mid-teens to beat it, so I expect they'll concentrate on buffs and try to take him down through pure damage. The cleric will throw Align Weapon on round one, so the demon's DR won't be an issue.

So the demon will probably go down in 3 rounds. His attacks don't do all that much damage, so his goal would seem to be "neutralize as many PCs as possible as fast as possible, especially the heavy damage hitters".

I could play "greater teleport on Round 2 -- spend a round on a summon attempt". Succeed and he gets 1d4 vrocks. Fail and... hum. Then what? He can teleport back in but then he's a sitting duck for one round. He can teleport some distance away and call lightning but the 240' range means he's in a shooting match with the party ZA monk -- and given call lightning's pathetic damage (why does a CR 14 monster even have this silly spell?) the monk will easily win. Looking at his spell list, the better option is probably Feeblemind, which is also long range and which he can cast at will -- but the save DC (20) is not that high, and the PCs are loaded with Cleanse (prepared) and Break Enchantment (scroll), both of which counter this. That said, teleport - take ranged damage - cast feeblemind - teleport is a possible tactic but it resolves down to a die-rolling game where several of the PCs hardly even get to roll. (Which is not to say I won't do it, if that's the best way! I want to play this bad boy smart; he'll do whatever it takes.)

The thing is, the nalfeshnee isn't really optimized for single combat. It's a great boss, standing behind a horde of lesser demons and throwing endless debuffs. But as a toe-to-toe fighter against a party? His offensive spells are pretty limited, and he can't do enough damage to take down the heavy fighters in one round. CMB +27 means he can probably bull-rush a character or two into the bottomless chasm, but after that he goes down anyway.

I can give him some items. A CR 14 demon should be carrying 17,000 gp worth of stuff. What would be a good item or items? Some healing stuff for sure -- teleport away, freshen up, teleport back. What else?

Thoughts and comments welcome. Again, to be clear, I'm not aiming to kill the PCs, nor do I plan to let them off easy -- this is a straight up combat. I just want to play the monster as best I can.

thanks,

Doug M.


Sorry but my money is on the party, especially if the cleric is smart enough to run with a D.Anchor right off the bat.

The Exchange

Pathfinder Rulebook Subscriber

Instead of summoning Vrocks, summon Hezrous. They can grapple pretty well and their Nausea ability can add a lot of danger to the fight. Blasphemy as a SLA is icing on the cake as well.

Also don't forget Unholy Aura and its affect on good creatures who make melee attacks against the Nalfeshnee.


You have 7 (!) PCs.

This fight will probably be over pretty quickly.

I would recommendend adding a few CR 7-8 demons in the mix (Nabasu?).


Nobody has dim anchor.

Doug M.


Then you are extremely lucky because I just about always prepare it or have a scroll or some such and it is on the cleric's list (and honestly an abyss traveling sorcerer should probably have taken it as well).

With that out of the way your main problems are going to be party size and the paladin, as well as fun things like arrow of law.


Well, good luck beating the demons SR with your scroll of dim. anchor....

Thats only a 15% change (need 18+).


If you wanted to be a jerk, you could probably disarm some characters and throw their stuff off of the bottomless cliff. I'm sure they'd love that. ;-)

Personally, I think spamming Unholy Nimbus every round will be annoying enough.

Lantern Lodge

hogarth wrote:

If you wanted to be a jerk, you could probably disarm some characters and throw their stuff off of the bottomless cliff. I'm sure they'd love that. ;-)

Personally, I think spamming Unholy Nimbus every round will be annoying enough.

Or, since your a Huge Demon, simply pick up one of the PC's (Probably the slow, heavily armored Dwarven cleric) and throw them into the bottomless pit. As you said flying is not an option, hopefully your sorcerer will think fast and throw a feather fall spell. Thus, allowing the dwarf to drift to the side of the pit, and eventually climb back out, but that should still knock the PC out of the fight for a few rounds.

Or just teleport behind the PC's and bull rush them into the bottomless pit. The nalfashee already has the improved bull rush feat, it should be pretty easy to accomplish. The sorcerer, cleric and rogue are probably your prime targets.

Your demon has a 23 intellect, he's plenty intelligent enough to come up with great tactics and to use them to the greatest effect. Sure, the PC's will still probably crush him, but you can definitely make the fight epic and memorable, and still have the PC's win.

Silver Crusade

Teleport

Summon Vrocks (does not matter if it fails but 50% works great)

Teleport (later losers).

End of fight as far as nalfshee is concerned. Then he uses his considerable diplomacy +22 to recruit a few more demons. Demons of all power levels. He uses some to scout and find the party. Then they attack.

Weak demons run in first. PCs start doing their thing. Stronger demons pop in to middle of fight and throw down their debuffs (dispel magic, slow, etc).

Now you have a fun fight.


Jaryn Wildmane wrote:
Instead of summoning Vrocks, summon Hezrous.

Lower summon chance, though.

Jaryn Wildmane wrote:
Also don't forget Unholy Aura and its affect on good creatures who make melee attacks against the Nalfeshnee.

Yah, fair. DC 23 Fort save. Raging barb's fort is something like +12, so he's going to lose d6 of damage with every second shot. So on average he'll get about six hits before his Str gets so low he's screwed. OTOH he can easily do 150+ points of damage with those hits. The paladin, much the same. And then of course the ZA monk isn't taking Str damage, and he is getting four shots/round at +16 or so for d10+8 with each shot, for an average damage of about 20/round (but with a flat distribution; he could easily do over 50 points in one round, or none).

-- Someone else suggested the demon teleporting off and using Diplomacy to gather more demons. Possible but not going to happen here. The demon is guarding a bridge that the PCs want to cross; if he takes a few minutes to blip off and diplomatize, the PCs will cross, and go into an area where he can't easily follow.

Doug M.


Kassegore wrote:


Or, since your a Huge Demon, simply pick up one of the PC's (Probably the slow, heavily armored Dwarven cleric) and throw them into the bottomless pit.

He has Awesome Blow, so this is totally an option. However, it means spending a round to take a single PC out while the other PCs concentrate their attacks on him. Likely outcome: a couple of dead PCs and a dead demon.

Kassegore wrote:
Your demon has a 23 intellect, he's plenty intelligent enough to come up with great tactics and to use them to the greatest effect.

Well, that's what I'm asking.

Doug M.


Douglas Muir 406 wrote:
Kassegore wrote:


Or, since your a Huge Demon, simply pick up one of the PC's (Probably the slow, heavily armored Dwarven cleric) and throw them into the bottomless pit.

He has Awesome Blow, so this is totally an option. However, it means spending a round to take a single PC out while the other PCs concentrate their attacks on him. Likely outcome: a couple of dead PCs and a dead demon.

That's why I (half-jokingly) suggested disarm instead; he could disarm three PCs in a single round, potentially.


Don't forget to give the demon some gear :

- amulet of natural armor +1
- belt of strength +2
- bracer of armor +2
- elemental gem (earth x2) (use bullrush freely, do not forget unholy aura effect)

- dont forget greater area dispel targets all objects in the area, spells such as GMW, Align Weapon, Magic Vestment and the like have a good chance to get dispelled in addition to one spell on their person and he can use it at will.

- Smite is a (su) ability, dwarf resistance only works against spells.

- Dont forget to use reach, if you manage to daze the close combat damage dealers take 5'steps away while attacking them when/if they recover they will provoke another attack moving closer and will not be able to make a full attack

- feel free to get some distance and dispel, slow, feeblemind freely after you summon vrocks countering spells with dispel or a blast of lightning at the right time is fair play

- fighting defensively is a valid tactic especially if they are ignoring the other summons to deal with him quickly

RPG Superstar 2015 Top 8

First, APL is the average party member level, +1 if there are 6 or more members of the party, or -1 if there are 3 or fewer members of the party. So your party's APL is in fact 10, not 9, just to bear in mind.

Second, I think your nalfeshnee is a good challenge, but single monster bosses are always at a significant disadvantage, especially to such a large party (even if it is a CR 14 creature). If you feel you want it to be a little more challenging without overly weighting the fight to the monsters' advantange, I would throw in the assistance of a bunch of very low level demons--say dretches or quasits. The point of these guys is basically to act as speed bumps, keep your melee-heavy party from being able to dive right in and flank him. It doesn't matter if these guys are so weak they can't hurt your party, they're still hit point sinks that buy time for the nalfeshnee. This gives the nalfeshnee time and space to try and turn the tables to his advantage--attempt to feeblemind a caster or greater dispel some of the party's buffs before wading or summon additional help.

Note that if he does successfully summon additional help (by which I mean vrocks or hezrous), I agree with the posters who said he should then try to greater teleport away and escape--but of course leave a juicy clue as to where he's going/what he's doing next so they can have a rematch.

If you are still worried about him being too hard, on the other hand--maybe put into the room some kind of object that if a party member gets to it, it weakens the nalfeshnee (gives him straight up -2 to everything or halves his current hit points or something). It would be a great goal for the shadowdancer to try to get while the melee experts are wailing on the demon.


Don't waste a round on Slow.

Action economy is going to kill him then.

Demon does slow and that is it, one caster does haste which counters it, while 5 PC's get a free round.


There's no reason you have to stick to the stock spells-prepared list, you can certainly choose other spells that would better suit the demon and it's purpose of guarding the bridge for whatever reason.

Not entirely related to the demon, but how have all the other encounters you've requested advice on turned out? You know, the white dragon, the worm that walks (or whatever you chose to do for that encounter).


Douglas Muir 406 wrote:
Jaryn Wildmane wrote:
Instead of summoning Vrocks, summon Hezrous.

Lower summon chance, though.

Only a 10% difference... do it... A Hezrou will give the party fits!

Imagine:
Nalfashnee teleports away summons the Hezrou.
Hezrou uses gaseous form spell-like, and teleports back somewhere the party has little chance of spotting him, or reaching him if they did.
Immediately casts Blasphemy, some will save, many will not (who are then dazed) and have a decent chance of being banished back to the material plane (with a -4 on the save to boot) and thus out of the fight entirely for 24 hours.
Nalfashnee with Nimbus now active, teleports back into a dazed, and depopulated group, and Awsome Blows the most dangerous combatant off the bridge and flies off over the chasm out of reach of the melee types.
Tosses a few feebleminds on the Magus and/or Sorceror from range.
etc... etc...

All the while, the Hezrou is continuing the spam Unholy Blights and/or Chaos Hammers on everyone from his gaseous hidey hole.

It will be memorable =)


Get him to delay until the haste, and then slow. Or buy him a lesser rod of quicken.

Nimbus until it has some effect.

feeblemind a caster.

teleport/summon/teletort.

Dispel the align weapon

Pound any Dazed PC's.


Macharius wrote:
Not entirely related to the demon, but how have all the other encounters you've requested advice on turned out? You know, the white dragon, the worm that walks (or whatever you chose to do for that encounter).

Hey good question... how'd the ghost and white dragon fight turn out? Was the decapitated necromancer yours too? What'd you decide on?

The Exchange

Pathfinder Rulebook Subscriber
stuart haffenden wrote:

Get him to delay until the haste, and then slow. Or buy him a lesser rod of quicken.

Rods and Metamagic feats do not affect SLAs


EvilMinion wrote:
Douglas Muir 406 wrote:
Jaryn Wildmane wrote:
Instead of summoning Vrocks, summon Hezrous.

Lower summon chance, though.

Only a 10% difference... do it... A Hezrou will give the party fits!

I don't know. Vrocks using telekinesis to throw people into a bottomless pit would probably give the party fits as well.


hogarth wrote:
EvilMinion wrote:
Douglas Muir 406 wrote:
Jaryn Wildmane wrote:
Instead of summoning Vrocks, summon Hezrous.

Lower summon chance, though.

Only a 10% difference... do it... A Hezrou will give the party fits!
I don't know. Vrocks using telekinesis to throw people into a bottomless pit would probably give the party fits as well.

Or somehow delaying the party a few rounds while the 1d4 vrocks do their dance of ruin and kill the party in one foul swoop.


Macharius wrote:


Not entirely related to the demon, but how have all the other encounters you've requested advice on turned out? You know, the white dragon, the worm that walks (or whatever you chose to do for that encounter).

Fair question! You know, I should do a post just on that. BRB.

Doug M.


I take it the pit has a bridge and an opposite side? How wide is the bridge? Can he teleport to the other side, forcing the party to approach him across the bottleneck of the bridge? He could also summon from there, letting the hezrou teleport to the other side and blaspheme the stragglers/ranged fighters. If he makes his summon, naturally.

Sovereign Court

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Remember folks summoned creatures cannot use their innate teleport abilities.

Now I am a little biased but using your summon of Vrocks is the best speed bump option you have to slow down the party. You have the best chance and have the chance for a greater number of them. It's also only a standard action to bring in up to 4 creatures worth of actions, which will even up the action economy issue.

Ok so when the Vrocks pop in have them mirror image as their standard, then have them move into positions to get as many PCs with their free action Spore attack and block the way to the Nalfeshnee.

The spores don't do a ton of damage but they do last a minute and will force concentration checks from the spellcasters. The mirror images will give the Vrocks some extra defense and soak up attacks from the Bbn, Paly, and Zen archer.

Once you have a wall of Vrocks between you they can full attack, use telekinesis to fling or combat manuever PCs into the chasm, or even drop a Stunning Screech!

--I'm the King of Vrock, there is none higher. Sucka PCs must call me sire!


Ughbash wrote:

Don't waste a round on Slow.

Action economy is going to kill him then.

Demon does slow and that is it, one caster does haste which counters it, while 5 PC's get a free round.

That's conditional to where he is in initiative, no? If he casts slow, everyone is slowed until the haste guy goes.

Also, haste is the party's go-to buff (with reason; it's pretty frickin excellent) but I'm pretty sure they only have it once. So casting slow is more prophylactic -- it means the PCs (especially the damage-dishing barb and paladin) will NOT get that extra attack at full bonus each round.

Doug M.


Remco Sommeling wrote:

Don't forget to give the demon some gear :

- amulet of natural armor +1
- belt of strength +2
- bracer of armor +2
- elemental gem (earth x2) (use bullrush freely, do not forget unholy aura effect)

Well he should have about 17,000 of gear. All that seems reasonable. I think he should have some cure stuff too, for the teleport away/cure/come back to start over tactic.

Elemental gem, hm. I don't know if a CR 5 monster is really going to help much here. Bullrushing, as you say, maybe.

Bumping his AC up to 33 is helpful for sure.

Doug M.


King of Vrock wrote:

Remember folks summoned creatures cannot use their innate teleport abilities.

Now I am a little biased but using your summon of Vrocks is the best speed bump option you have to slow down the party. You have the best chance and have the chance for a greater number of them. It's also only a standard action to bring in up to 4 creatures worth of actions, which will even up the action economy issue.

Ok so when the Vrocks pop in have them mirror image as their standard, then have them move into positions to get as many PCs with their free action Spore attack and block the way to the Nalfeshnee.

The spores don't do a ton of damage but they do last a minute and will force concentration checks from the spellcasters. The mirror images will give the Vrocks some extra defense and soak up attacks from the Bbn, Paly, and Zen archer.

Once you have a wall of Vrocks between you they can full attack, use telekinesis to fling or combat manuever PCs into the chasm, or even drop a Stunning Screech!

--I'm the King of Vrock, there is none higher. Sucka PCs must call me sire!

Vrocks are terribly weak combatants for their CR without heroism buff though.

Stunning Screech is pure awesome, 1 round of stun will cause them to drop everything they hold, lose their dex bonus and get a -2 penalty to AC. Another Vrock could scoop up a particulary dangerous dropped weapon, by hand or telekinesis, and drop it in the chasm.

The spores are unlikely to actually disrupt much spellcasting with their low damage but it is a free action, and with the smite, screeching and mirror image the damage might built up nicely still.

mirror image might prevent them from getting killed quickly, but also prevents them from possibly draining their opponents strength due to unholy aura, I would probably wait using it till one is injured for that reason

Sovereign Court

Vrocks don't have an unholy aura so thats moot. Being summons they're speedbumps, nothing more. As such purely defensive measures like mirror image are doing exactly what you want... namely allowing your Nalfeshnee to get his more potent offensive spells or abilities into play! It'll take a round before the Unholy Nimbus goes off anyway so you need the time the Vrocks could give you.

With combat reflexes and reach you can afford to let them spend their standard action using buffs rather than attacking because the PCs aren't flying around them, they will have to move (barring dimension door or similar). Their to hit is weak sure, but their damage is high.

--Vrocking Grasp


The summon monster universal monster rule works like a summon monster spell except the duration is 1hour and whatever other specific differences may be called out. I bring this up because wouldnt that eliminate the summon and teleport away tactic? Each summon has a caster level listed with it, in the case of the nalfeshnee that is 5th, meaning it's summons wink out if more than 35 feet from it.... Am I misinterpreting the rules? Please clarify if I am.


skrahen wrote:
The summon monster universal monster rule works like a summon monster spell except the duration is 1hour and whatever other specific differences may be called out. I bring this up because wouldnt that eliminate the summon and teleport away tactic? Each summon has a caster level listed with it, in the case of the nalfeshnee that is 5th, meaning it's summons wink out if more than 35 feet from it.... Am I misinterpreting the rules? Please clarify if I am.

yea slightly misinterpreting it, you are correct on the summoning and teleport rules, but the nalfeshnee caster's level is 12.. the summoning has a spell level equivalent of 5, which is useful to know for concentration checks and a few other more rare circumstances.

I do not think summoned monsters wink out after the spell range, rather it is the range at which they can be summoned. Though I am not sure on that part without rereading it.

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