# 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.