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Guardian Naga
Source: SRD / Basic Rules
title: 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)|
- **Proficiency Bonus** +4
- **Saving Throws** Dexterity +8, Constitution +7, Intelligence +7, Wisdom +8, Charisma +8
- **Skills** ⏤
- **Senses** darkvision 60 ft., passive Perception 14
- **Damage Immunities** poison
- **Condition Immunities** charmed, poisoned
- **Languages** Celestial, Common
- **Challenge** 10
## Traits
***Rejuvenation.*** If it dies, the naga returns to life in `1d6` days and regains all its hit points. Only a [wish](compendium/spells/wish.md) 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](compendium/spells/mending.md), [sacred flame](compendium/spells/sacred-flame.md), [thaumaturgy](compendium/spells/thaumaturgy.md)
**1st level (4 1st-level slots)**: [command](compendium/spells/command.md), [cure wounds](compendium/spells/cure-wounds.md), [shield of faith](compendium/spells/shield-of-faith.md)
**2nd level (3 2nd-level slots)**: [calm emotions](compendium/spells/calm-emotions.md), [hold person](compendium/spells/hold-person.md)
**3rd level (3 3rd-level slots)**: [bestow curse](compendium/spells/bestow-curse.md), [clairvoyance](compendium/spells/clairvoyance.md)
**4th level (3 4th-level slots)**: [banishment](compendium/spells/banishment.md), [freedom of movement](compendium/spells/freedom-of-movement.md)
**5th level (2 5th-level slots)**: [flame strike](compendium/spells/flame-strike.md), [geas](compendium/spells/geas.md)
**6th level (1 6th-level slots)**: [true seeing](compendium/spells/true-seeing.md)
## 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.
^statblock
Environment
forest, desert