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Nayren Allurajix

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Elite | Normal | Weak
Proficiency without Level

Weak Nayren AllurajixCreature 9

Medium Human Humanoid Nephilim 
Source The Battle of Saringallow pg. 164
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 26 • Humanoid (Society)
Perception +16; low-light vision
Languages Common, Diabolic, Empyrean
Skills Athletics +19, Hell Lore +15, Intimidation +17, Religion +15, Warfare Lore +16
Str +7, Dex +1, Con +5, Int +2, Wis +2, Cha +3
Items +1 Hellknight plate, +1 striking longsword, +1 striking whip, minor sturdy shield
AC 26 (28 with shield); Fort +18, Ref +14 (+19 vs. area effects), Will +17
HP 155
Disillusionment Whenever Nayren succeeds on a save against an illusion effect, they get a critical success instead.Return to Battle [reaction] Trigger Nayren reaches 0 Hit Points or fewer Effect The battle within the nephilim's blood runs on. Nayren automatically stabilizes and gains 1 Hit Point. They Stand. This movement doesn't trigger reactions.Shield Block [reaction]
Speed 20 feet
Melee [one-action] longsword +19 [+14/+9] (magical, versatile P), Damage 2d8-2+13 slashingMelee [one-action] fist +18 [+14/+10] (agile, free-hand), Damage 1d4-2+13 bludgeoningMelee [one-action] whip +19 [+14/+9] (disarm, magical, nonlethal, reach, trip), Damage 2d4-2+13 slashingRack the Dissidents [one-action] (divine) Frequency once per day; Effect Nayren's strikes keeps them empowered to continue to take down rebels. For 1 minute or until they critically miss, the first time each round Nayren successfully Strikes a creature, they gain 5 temporary Hit Points that last for 1 round.Silence, Heretic! [two-actions] (divine) Nayren makes a longsword Strike. If the attack hits, the target must succeed at a DC 27 Fortitude save or be unable to use auditory actions for 1 round. This also prevents the target from casting spells, with the exception of subtle spells or spells that don't require the use of magical words in casting. On a critical failure, the duration is instead 1 minute. Regardless of the outcome of the save, the target becomes temporarily immune to this ability for 10 minutes.

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