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.
Magic Resistance. The naga has advantage on saving throws against spells and magical effects.
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 , false life
2nd-level (3 slots): detect thoughts , levitate , locate object
3rd-level (3 slots) hypnotic pattern , lightning bolt
4th-level (3 slots): arcane eye , blight
5th-level (1 slots): dominate person , scrying
ACTIONS
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.
Multiattack. The naga casts a spell and uses its vampiric bite.
Vampiric Bite. The naga attacks with its bite. If it hits and the target fails its saving throw against poison, the naga magically gains temporary hit points equal to the poison damage dealt.
REACTIONS
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.
Combat
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
Names
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 is defeated and the site it guards is defiled, the naga sometimes seeks revenge by making a bargain with an archdevil. The naga receives increased magical power to locate and destroy its foes and all that they hold precious. In exchange, it gives up its ability to return to life: the next time the naga dies, the archdevil keeps its soul. Usually, only a spirit naga is desperate enough to make such a bargain, but occasionally a guardian naga may do so as well.
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