- center-aligned all columns in monster stat blocks and standardized widths (each column is now the maximum required width to accommodate an ability score of `30 (+10)`)
120 lines
No EOL
4.4 KiB
Markdown
120 lines
No EOL
4.4 KiB
Markdown
# Monsters (N)
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## Nagas
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### Guardian Naga
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*Large monstrosity, lawful good*
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**Armor Class** 18 (natural armor)
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**Hit Points** 127 (15d10+45)
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**Speed** 40 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
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| 19 (+4) | 18 (+4) | 16 (+3) | 16 (+3) | 19 (+4) | 18 (+4) |
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**Saving Throws** Dex +6, Con +5, Wis +5, Cha +6
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**Saving Throws** Dex +8, Con +7, Int +7, Wis +8, Cha +8
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**Damage Immunities** poison
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**Condition Immunities** charmed, poisoned
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**Senses** darkvision 60 ft., passive Perception 14
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**Languages** Celestial, Common
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**Challenge** 10 (5,900 XP)
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***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.
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***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:
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Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy*
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1st level (4 slots): *command*, *cure wounds*, *shield of faith*
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2nd level (3 slots): *calm emotions*, *hold person*
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3rd level (3 slots): *bestow curse*, *clairvoyance*
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4th level (3 slots): *banishment*, *freedom of movement*
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5th level (2 slots): *flame strike*, *geas*
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6th level (1 slot): *true seeing*
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###### Actions
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***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.
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***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.
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### Spirit Naga
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*Large monstrosity, chaotic evil*
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**Armor Class** 15 (natural armor)
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**Hit Points** 75 (10d10+20)
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**Speed** 40 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
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| 18 (+4) | 17 (+3) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) |
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**Damage Immunities** poison
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**Condition Immunities** charmed, poisoned
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**Senses** darkvision 60 ft., passive Perception 12
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**Languages** Abyssal, Common
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**Challenge** 8 (3,900 XP)
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***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.
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***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:
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Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost*
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1st level (4 slots): *charm person*, *detect magic*, *sleep*
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2nd level (3 slots): *detect thoughts*, *hold person*
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3rd level (3 slots): *lightning bolt*, *water breathing*
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4th level (3 slots): *blight*, *dimension door*
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5th level (2 slots): *dominate person*
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###### Actions
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***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.
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## Nightmare
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*Large fiend, neutral evil*
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**Armor Class** 13 (natural armor)
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**Hit Points** 68 (8d10+24)
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**Speed** 60 ft., fly 90 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
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| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |
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**Damage Immunities** fire
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**Senses** passive Perception 11
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**Languages** understands Abyssal, Common, and Infernal but can't speak
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**Challenge** 3 (700 XP)
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***Confer Fire Resistance***. The nightmare can grant resistance to fire damage to anyone riding it.
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***Illumination***. The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet.
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###### Actions
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***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage.
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***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. |