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Spirit Naga


AC 16 (natural armor)

HP 85 (10d10 + 30; bloodied 42)

Speed 40 ft., swim 40 ft.

Proficiency +3; Maneuver DC 14

Saving Throws Dex +6, Con +6, Wis +5, Cha +6

Damage Immunities poison

Condition Immunities charmed , poisoned

Senses darkvision 60 ft., passive Perception 12

Languages Abyssal, Celestial, Common

Amphibious. The naga can breathe air and water.

Rejuvenation. If it dies, the naga gains a new body in 1d6 days, regaining all its hit points. This trait can be removed with a wish spell.

Spellcasting. The naga is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The naga has the following wizard spells prepared, which it can cast with only vocalized components:

Cantrips (at will): mage hand , minor illusion

1st-level (4 slots): charm person , shield

2nd-level (3 slots): detect thoughts , levitate

3rd-level (3 slots) hypnotic pattern , lightning bolt

4th-level (3 slots): arcane eye , blight

5th-level (1 slots): dominate person


Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target makes a DC 15 Constitution saving throw , taking 28 (8d6) poison damage on a failure or half damage on a success.

Hypnotic Pattern (3rd-Level; V, Concentration). A swirling pattern of light appears at a point within 120 feet of the naga. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw . On a failure, the creature is charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.

Lightning Bolt (3rd-Level; V). A bolt of lightning 5 feet wide and 100 feet long arcs from the naga. Each creature in the area makes a DC 14 Dexterity saving throw , taking 28 (8d6) lightning damage on a failure or half damage on a success.

Blight (4th-Level; V, Concentration). The naga targets a living creature or plant within 30 feet, draining moisture and vitality from it. The target makes a DC 14 Constitution saving throw , taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies.


Shield (1st-Level; V). When the naga is hit by an attack or targeted by magic missile , it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile . These benefits last until the beginning of its next turn.


The spirit naga tries to cast charm person and dominate person before combat starts. In combat, it casts hypnotic pattern or lightning bolt if it can target two or more opponents. Otherwise, it bites in melee or casts blight from a distance. It casts shield whenever necessary. It fights to the death.

Naga Lairs

1 The Autumn Archives

2 The Chambers of the Moon

3 The Chapel of Heretics

4 The Emerald Atheneum

5 The Serpent’s Isle

6 The Tomb of the Nine Queens


Andev, Ishkrita, Kamini, Nagrava, Riswan, Sa-Ida

Legends and Lore

With an Arcana or Religion check, characters can learn the following:

DC 10 Nagas are serpent-like beings with humanoid faces. Ancient magic requires that every naga serve as the caretaker for a specific location. A naga goes mad if the location it guards is destroyed.

DC 15 Nagas wield powerful and ancient magic, and their bites can be deadly.

DC 20  Though its body can die, a naga’s spirit is immortal. A naga that dies returns to life in a new body a few days later.


When a naga fails in its duties, the creature becomes consumed with thoughts of revenge. Even if it reclaims the site to which it was bound, the trauma often twists the naga into an evil reflection of its former self. The ancient magics granted to the naga fade, forcing it to seek out to new sources of arcane power. A spirit naga might spend a hundred mortal lifetimes hoarding arcane secrets, hunting the ancestors of those who wronged it, or waging war against its fellow nagas, all in a vain attempt to compensate for its original failing.


Spirit Naga Behavior

1 Muttering to itself about those who wronged it

2 Researching a blasphemous ritual

3 Spies on the party via an arcane eye

4 Commands a small cult of fanatical priests


1 Ancient carvings depict giant serpents

2 Pilgrims make their way to a nearby holy site

3 Burial chambers contain the remains of the naga’s previous bodies

4 A fresh corpse; DC 13 Medicine check: the creature died from a snakebite


Nagas guard underground treasure in tombs and dungeons.

CR 5–10 guardian naga ; spirit naga ; spirit naga with giant scorpion , mummy , rug of smothering , or shadow demon ; spirit naga with 1d4 + 4 shriekers , skeletons , charmed commoners , or zombies

Treasure 1,000 gp, 1,000 ep, royal signet ring (750 gp), gold crown (acts as a rod of rulership set with a gem of seeing but requires only one attunement slot)

CR 11–16 guardian naga with 2 mummies or walking statues ; guardian naga with couatl or earth elemental ; spirit naga with 2 or 3 basilisks , hell hounds , mummies , or wights

Treasure 1,000 gp, 6 gold idols (750 gp each), potion of superior healing , tome of understanding , talisman of ultimate evil

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.