18 (natural armour)
127 (15d10 + 45)
40 ft.
Dex +8, Con +7, Int +7, Wis +8, Cha +8
poison
Charmed, Poisoned
darkvision 60 ft., passive Perception 14
Celestial, Common
10 (5,900 XP)
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.
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:
Mending, Sacred Flame, Thaumaturgy
Command, Cure Wounds, Shield of Faith
Calm Emotions, Hold Person
Bestow Curse, Clairvoyance
Banishment, Freedom of Movement
Flame Strike, Geas
True Seeing
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.
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.
15 (natural armour)
75 (10d10 + 20)
40 ft.
Dex +6, Con +5, Wis +5, Cha +6
poison
Charmed, Poisoned
darkvision 60 ft., passive Perception 12
Abyssal, Common
8 (3,900 XP)
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.
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:
Mage Hand, Minor Illusion, Ray of Frost
Charm Person, Detect Magic, Sleep
Detect Thoughts, Hold Person
Lightning Bolt, Water Breathing
Blight, Dimension Door
Dominate Person
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.
18 (natural armour)
184 (16d10 + 96)
20 ft., fly 30 ft.
Con +11, Int +9, Wis +6, Cha +7
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
Poisoned
truesight 120 ft., passive Perception 11
Abyssal, telepathy 120 ft.
13 (10,000 XP)
The nalfeshenee has advantage on saving throws against spells and other magical effects.
The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
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.
The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
13 (natural armour)
68 (8d10 + 24)
60 ft., fly 90 ft.
fire
passive Perception 11
understands Abyssal, Common and Infernal, but can't speak
3 (700 XP)
The nightmare can grant resistance to fire damage to anyone riding it.
The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
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.