Page 185 - Monster Manual Expanded III Dragonix
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Dark Naga
        The devious dark naga has a 15-foot long serpentine body
        covered in glossy dark gray scales that often has a black and
        blue striped pattern. It has a hoodless head and a tail that
        ends in a sharp stinger from which drips a sleep-inducing
        venom.
          Creature of Avarice. The dark naga craves wealth and
        power above all and will go to extreme lengths to accumulate
        them. Unlike other nagas that tend to be solitary, the dark
        naga recognizes the value of forging alliances with other
        beings. It works with creatures it knows can eventually
        exploit and quietly eliminates those it sees as future threats.
        Dark nagas, however, hate their kind and cannot stand each
        other's presence. They will ruthlessly slay the other at the
        first opportunity.
          Master Manipulators. Dark nagas dwell within
        ancient ruins, sprawling dungeons, and even urban
        sewers – anywhere they can build a following of potential
        worshippers. Some dark nagas have managed to control
        humanoid tribes such as kobolds, goblinoids, lizardfolk,
        and orcs by establishing themselves as advisers to
        their chieftains. They exert their influence and subtly
        manipulate the chieftains to make decisions that help
        further the dark nagas' goals. They are very successful at
        doing these because of their natural ability to mask their
        lies and true intentions.
          Giver of Nightmares. The dark naga is a skilled
        sorcerer, able to cast spells quicker or make its spells
        more potent. Anyone that succumbs to the venom of its
        stinger falls unconscious. In this state, the victim is in a deep
        sleep and experiencing a harrowing nightmare that is difficult
        to wake from. If the victim succeeds in waking, the ordeal still
        leaves it shaken.

          Dark Naga                                            6 (1d6 + 3) piercing damage.

          Large monstrosity, lawful evil                       Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
                                                               Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 13
                                                               Constitution saving throw or become poisoned for 1 minute.  Until
          Armor Class 15 (natural armor)
          Hit Points 67 (9d10 + 18)                            this poison ends, the target is unconscious and is in a nightmare-
          Speed 40 ft.                                         haunted sleep. An unconscious creature can repeat the saving throw
                                                               at the end of each of its turns, ending the effect on itself on a success.
                                                               If the unconscious creature takes damage, or someone uses an action
              STR           DEX           CON           INT           WIS           CHA
                                                               to shake or slap it awake, it gains advantage on its saving throw.  A
                 16 (+3)       17 (+3)      14 (+2)      15 (+2)     15 (+2)       16 (+3)
                                                               creature that awakens from this effect becomes frightened until the
                                                               end of its next turn.
          Saving Throws Wis +5, Cha +6
          Skills Deception +9, Persuasion +9, Stealth +6       Sorcery Points. The naga has 7 sorcery points. It can spend 1 or
          Damage Immunities poison                             more sorcery points to gain one of the following benefits:
          Condition Immunities charmed, poisoned                 Heightened Spell: When the naga casts a spell that forces a creature
          Senses darkvision 60 ft., passive Perception 12      to make a saving throw to resist the spell's effects, the naga can spend
          Languages Common, Infernal                           3 sorcery points to give one target of the spell disadvantage on its first
          Challenge 6 (2,300 XP)       Proficiency Bonus +3    saving throw against the spell.
                                                                 Quickened Spell: When the naga casts a spell that has a casting time
          Inscrutable. The naga is immune to any effect that would sense its   of 1 action, the naga can spend 2 sorcery points to change the casting
          emotions or read its thoughts, as well as any divination spell that   time to 1 bonus action for this casting.
          it refuses. Wisdom (Insight) checks made to ascertain the naga's
                                                               Spellcasting. The naga is a 7th-level spellcaster. Its spellcasting
          intentions or sincerity have disadvantage.
                                                               ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It
          Rejuvenation. If it dies, the naga returns to life in 1d6 days and   has the following sorcerer spells prepared:
          regains all its hit points. Only a wish spell can prevent this trait from   Cantrips (at will): chill touch (2d8), detect magic, mage hand,
          functioning.                                           minor illusion, true strike
          Actions                                              1st level (4 slots): charm person, magic missile, shield
                                                               2nd level (3 slots): darkness, scorching ray, suggestion
          Multiattack. The naga makes two melee attacks: one with its Bite   3rd level (3 slots): lightning bolt, major image
          and one with its Sting.                              4th level (1 slot): greater invisibility
          Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit:

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