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

2nd level (3 slots): calm emotionshold person

3rd level (3 slots): bestow curseclairvoyance

4th level (3 slots): banishmentfreedom of movement

5th level (2 slots): flame strikegeas

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)

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): mendingsacred flamethaumaturgy

1st level (4 slots): commandcure woundsshield of faith

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 handminor illusionray of frost

1st level (4 slots): charm persondetect magicsleep

2nd level (3 slots): detect thoughtshold person

3rd level (3 slots): lightning boltwater breathing

4th level (3 slots): blightdimension 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.