Nergaliid

Large fiend (devil), lawful evil

Armor Class

12 (natural armor)

Hit Points

42 (4d10 + 20)

Speed

30 ft.

STR

18 (+4)

DEX

12 (+1)

CON

20 (+5)

INT

12 (+1)

WIS

10 (+0)

CHA

12 (+1)

Damage Immunities

fire, poison

Damage Resistances

cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered

Condition Immunities

poisoned

Senses

darkvision 120 ft., passive Perception 12

Skills

Deception +5, Perception +2, Stealth +5

Languages

Common, Infernal

Challenge

3 (700 XP)

Shadow Stealth. While in dim light or darkness, the nergaliid can take the Hide action as a bonus action.

Standing Leap. The nergaliid’s long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tongue Lash. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

Siphon Life (Recharge 4–6). The nergaliid magically draws the life from a humanoid it can see within 40 feet of it. The target must make a DC 15 Wisdom saving throw. An incapacitated target fails the save automatically. On a failed save, the creature takes 10 (3d6) psychic damage, and the nergaliid gains temporary hit points equal to the damage taken. On a successful save, the target takes half as much damage, and the nergaliid doesn’t gain temporary hit points. If this damage kills the target, its body rises at the end of the nergaliid’s current turn as a husk zombie.

large
fiend
cr3
explorers-guide-to-wildemount