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Monster

Nergaliid

Large Fiend · Lawful Evil

Explorer's Guide to Wildemount Page 296
Armor Class 12
Hit Points 42 (4d10 + 20)
Speed Walk 30 ft.
CR 3
STR 18 +4
DEX 12 +1
CON 20 +5
INT 12 +1
WIS 10 +0
CHA 12 +1

Traits

Shadow Stealth

While in dim light or darkness, the nergaliid can take the 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. 13 () Piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become for 1 minute. The 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. 10 () Bludgeoning damage.

Siphon Life Recharge 4

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 target fails the save automatically. On a failed save, the creature takes 10 () 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 (see earlier in this chapter).
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