Naga, Guardian

Large monstrosity, lawful good

Armor Class

18 (natural armour)

Hit Points

127 (15d10 + 45)

Speed

40 ft.

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.

Naga, Spirit

Large monstrosity, chaotic evil

Armor Class

15 (natural armour)

Hit Points

75 (10d10 + 20)

Speed

40 ft.

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.

Nalfeshnee

Large fiend (demon), chaotic evil

Armor Class

18 (natural armour)

Hit Points

184 (16d10 + 96)

Speed

20 ft., fly 30 ft.

Saving Throws

Con +11, Int +9, Wis +6, Cha +7

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

Poisoned

Senses

truesight 120 ft., passive Perception 11

Languages

Abyssal, telepathy 120 ft.

Challenge

13 (10,000 XP)

Magic Resistance:

The nalfeshenee has advantage on saving throws against spells and other magical effects.

Actions

Multiattack:

The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

Claw:

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Horror Nimbus (Recharge 5-6):

The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee’s Horror Nimbus for the next 24 hours.

Teleport:

The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Nightmare

Large fiend, neutral evil

Armor Class

13 (natural armour)

Hit Points

68 (8d10 + 24)

Speed

60 ft., fly 90 ft.

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.