Monsters (N)🔗
Nagas🔗
Guardian Naga🔗
Large monstrosity, lawful good
Armor Class 18 (natural armor)
Hit Points 127 (15d10+45)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 18 (+4) | 16 (+3) | 16 (+3) | 19 (+4) | 18 (+4) |
Saving Throws Dex +6, Con +5, Wis +5, Cha +6
Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common
Challenge 10 (5,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, shield of faith 2nd level (3 slots): calm emotions, hold person 3rd level (3 slots): bestow curse, clairvoyance 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, geas 6th level (1 slot): true seeing
Actions🔗
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Spit Poison. Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Spirit Naga🔗
Large monstrosity, chaotic evil
Armor Class 15 (natural armor)
Hit Points 75 (10d10+20)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 17 (+3) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) |
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common
Challenge 8 (3,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, detect magic, sleep 2nd level (3 slots): detect thoughts, hold person 3rd level (3 slots): lightning bolt, water breathing 4th level (3 slots): blight, dimension door 5th level (2 slots): dominate person
Actions🔗
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.
Nightmare🔗
Large fiend, neutral evil
Armor Class 13 (natural armor)
Hit Points 68 (8d10+24)
Speed 60 ft., fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |
Damage Immunities fire
Senses passive Perception 11
Languages understands Abyssal, Common, and Infernal but can't speak
Challenge 3 (700 XP)
Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet.
Actions🔗
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.