Armor Class
18
Nellik
Large Fiend · Neutral Evil
Hit Points
123 (13d10 + 52)
Speed
Walk 40 ft., Fly 60 ft.
CR
9
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. 12 () Slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 () 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 (). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom () check. The wound also closes if the target receives magical healing.
Greataxe
Melee Weapon Attack +10 to hit, reach 5 ft., one target. 19 () Slashing damage; if the target is an Aberration, it takes an additional 6 () 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.