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D&D 5th Edition

Compendium

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Guardian Naga

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Traits

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.

Attributes

Guardian Naga

Large monstrosity, Lawful Good
  • Armor Class 18 (Natural Armor)
  • Hit Points 127 (15d10+45)
  • Speed 40 ft.
STR
19 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
16 (+3)
WIS
19 (+4)
CHA
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: (1d8 + 4) piercing damage plus (10d8)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
  • Spit Poison. Ranged Weapon Attack: +8 to hit, reach 15/30 ft., one creature. Hit: (10d8) poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.