5e SRD >Creatures >

Nehsi

Medium humanoid (human), chaotic evil

Armor Class 17 (studded leather, shield, ring of protection)
Hit Points 60 (8d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 45 (+2) 26 (+3) 3 (-1) 11 (+0) 0 (-2)

Saving Throws Str +7, Dex +5, Con +4, Int +0, Wis +1, Cha-1
Skills Athletics +6, Intimidation +5, Perception +2
Senses passive Perception 12
Languages Common, Nubaran, Khemitian
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Action Surge. On his turn, Nehsi can take one additional action. Once he uses this feature, he must finish a short or long rest before he can use it again.
  • Cunning Action. Nehsi can take a Dash, Disengage, or Hide action as a bonus action on each of his turns in combat.
  • Second Wind. On his turn, Nehsi can use a bonus action to regain 1d10 + 4 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.

ACTIONS

  • Multiattack. Nehsi makes two Morningstar attacks or throws two spears.
  • +1 Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
  • Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  • Spear. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

GEAR

+1 morningstar, 2 potions of healing, ring of protection, spear, dagger, studded leather armor, shield, light horse, pouch with 20 gp.

ABOUT

One of the guards employed by Hept-f-hra, Nehsi is an ugly but falsely smiling person of husky build. He is a very cruel and evil person of less than reputable nature. In a tight situation, he runs away as quickly as he can to save his own neck.

Section 15: Copyright Notice

Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb

This is not the complete section 15 entry - see the full license for this page