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 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)
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
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.