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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