TexasXtreme's 5E SRD
Monsters N
Table of Contents
1 Nagas
1.1 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 +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.
1.2 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) |
Saving Throws Dex +6, Con +5, Wis +5, Cha +6
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.
2 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.