# 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.