Page 184 - Monster Manual Expanded III Dragonix
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Nagas
Nagas
Immortal Nature. A naga doesn’t require air, food, drink, or sleep.
Bright Naga
The bright naga has resplendent golden scales covering the
length of its 15-foot long serpentine body. Sharp, yellow
spikes jut from its back and run from the top of its hood
down to its tail.
Vigilant and Prepared. The bright naga is aware
that it is seen as weak compared to other nagas, most
likely due to its limited spellcasting abilities. It thus
goes to great lengths to ensure it has every advantage
possible over any of its enemies. The bright naga always
overprepares, keeping its lair hidden and very well-
protected with traps and numerous patrolling guards.
Shining Scales. The bright naga avoids physical combat,
preferring to use its spells while keeping its distance from
its enemies. If surrounded, surprised, or looking to escape,
the bright naga can cause its scales to emit a dazzling
burst of yellow light, blinding all those near it.
Humanoid Minions. The bright naga prefers
to live in warm, temperate and dry locales
and often makes its lair in the ruins of keeps,
temples, and sand-buried cities. It subjugates
weaker humanoid races such as bullywugs,
firenewts, grimlocks, kobolds, and lizardfolk,
who often treat the naga as a god. Of those
five, it prefers working with firenewts and
grimlocks. The firenewts have immunity to
fire, allowing the bright naga to use its burning
hands spell without the worry of collateral
damage, while the sightless grimlocks won't be
affected by the naga's Shining Scales ability.
Mercenary Guardian. The bright naga
disdains to work for a more powerful creature,
but it will do so if it recognizes that there's an
opportunity to advance in knowledge, wealth, and
power.
Bright Naga regains all its hit points. Only a wish spell can prevent this trait
from functioning.
Large monstrosity, chaotic evil
Actions
Armor Class 14 (natural armor) Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature.
Hit Points 59 (7d10 + 21) Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC
Speed 40 ft. 13 Constitution saving throw, taking 18 (4d8) poison damage on a
failed save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA
Innate Spellcasting. The naga’s innate spellcasting ability is
16 (+3) 15 (+2) 16 (+3) 15 (+2) 15 (+2) 16 (+3)
Charisma (spell save DC 13). The naga can innately cast the
following spells, requiring no material components:
Saving Throws Wis +4, Cha +5
At-will: burning hands (4d6), magic missile (4 darts)
Damage Immunities poison
Condition Immunities charmed, poisoned Shining Scales (Recharge 5-6). The naga's golden scales emit
Senses darkvision 60 ft., passive Perception 12 a dazzling flash of light. Each creature within 30 feet of the naga
Languages Abyssal, Common and can see the naga must succeed on a DC 13 Constitution saving
Challenge 3 (700 XP) Proficiency Bonus +2 throw or be blinded 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
Rejuvenation. If it dies, the naga returns to life in 1d6 days and success.
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Bestiary

