Page 188 - Monster Manual Expanded III Dragonix
P. 188

A Ha-Naga's Lair                                         succeed on a DC 20 Strength saving throw or take 10 (3d6)
                                                                 bludgeoning damage and be knocked prone.
        The ha-naga prefers temperate to warm regions, living in ancient   •  The ha-naga targets one friendly reptilian creature it can sense
        forests, high mountains, and wild, overgrown jungles. It usually   within 60 feet of it. If the target can see or hear the ha-naga, it
        occupies the ruins of forgotten civilizations, often those that it has   can use its reaction to move up to half its speed and make one
        personally brought down or ruled over, or treasure-filled lairs of   melee or ranged attack.
        adult dragons that the ha-naga has slain. The ha-naga’s sanctum
                                                               Regional Effects
        is often the former center of the society, such as a temple, royal
                                                               The region containing a legendary brown ha-naga’s lair is warped
        court, or amphitheater, with its floors overflowing with the ha-
                                                               by the ha-naga’s magic, which creates one or more of the following
        naga’s accumulated wealth. Dark nagas and spirit nagas guard
                                                               effects:
        the inner rooms while lesser nagas and other reptilian monsters
        patrol the outer chambers and periphery of the ha-naga’s lair.  •  Once per day, the ha-naga can alter the weather in a 6-mile radi-
                                                                 us centered on its lair. The ha-naga doesn’t need to be outdoors;
        Lair Actions                                             otherwise the effect is identical to the control weather spell.
        On initiative count 20 (losing initiative ties), the ha-naga takes a   •  Fog lightly obscures the land within 6 miles of the lair.
        lair action to cause one of the following effects; the ha-naga can’t   •  Reptiles within 1 mile of the ha-naga’s lair serve as the ha-naga’s
        use the same effect two rounds in a row:                 eyes and ears.
        •  The ha-naga targets one creature it can see within 60 feet of it.   If the ha-naga dies, the effects fade over the course of 1d10 days.
          The target must succeed on a DC 20 Wisdom saving throw or
          become frightened until the end of its next turn. While fright-
          ened in this way, the creature is paralyzed.
        •  Powerful winds buffet the lair in a 60-foot radius around the
          ha-naga. Each creature other than the ha-naga in that area must


          Ha-Naga                                              and cast one spell that takes 1 action to cast.

          Gargantuan monstrosity, chaotic evil                 Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit:
                                                               16 (3d6 + 6) piercing damage.
          Armor Class 20 (natural armor)                       Constrict. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
          Hit Points 363 (22d20 + 132)                         Hit: 24 (4d8 + 6) bludgeoning damage.  If the target is a creature,
          Speed 50 ft., fly 90 ft.                             it is grappled (escape DC 21). Until this grapple ends, the target is
                                                               restrained and has disadvantage on saving throws made against the
              STR           DEX           CON           INT           WIS           CHA   naga's spells, and the naga can't constrict another target.
                 23 (+6)      16 (+3)       22 (+6)     19 (+4)      18 (+4)      21 (+5)
                                                               Stinger. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature.
                                                               Hit: 15 (2d8 + 6) piercing damage, and the target must make a DC
          Saving Throws Dex +10, Con +13, Wis +11, Cha +12
                                                               21 Constitution saving throw, taking 45 (10d8) poison damage on a
          Skills History +11, Intimidation +12, Perception +11, Stealth +10
                                                               failed save, or half as much damage on a successful one.
          Damage Immunities poison; bludgeoning, piercing, and slashing
            from nonmagical attacks                            Spellcasting. The naga is a 17th-level spellcaster. Its spellcasting
          Condition Immunities charmed, frightened, poisoned   ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It
          Senses darkvision 120 ft., passive Perception 21     has the following sorcerer spells prepared:
          Languages Abyssal, Celestial, Common, Draconic, Infernal  Cantrips (at will): fire bolt (4d10), light, mage hand, message,
          Challenge 23 (50,000 XP)      Proficiency Bonus +7     prestidigitation, thunderclap (4d6)
                                                               1st level (4 slots): absorb elements, detect magic, shield
          Captivating Presence. Any creature that starts its turn within 60   2nd level (3 slots): enlarge/reduce, misty step
          feet of the naga must make a DC 20 Wisdom saving throw. On   3rd level (3 slots): counterspell, dispel magic
          a failed save, the creature becomes charmed by the naga for 1   4th level (3 slots): banishment, dimension door
          minute or until the creature is farther than 60 feet away from it.   5th level (2 slots): cone of cold, far step
          On a successful save, the creature becomes immune to the naga's   6th level (1 slot): disintegrate
          Captivating Presence for 24 hours.                   7th level (1 slot): prismatic spray
                                                               8th level (1 slot): earthquake
          Chameleon Scales. Wisdom (Perception) checks made to see the
                                                               9th level (1 slot): psychic scream
          naga have disadvantage, and the naga has advantage on Dexterity
          (Stealth) checks made to hide, as the color of its scales constantly   Legendary Actions
          shifts to match its background, providing perfect camouflage.
                                                               The naga can take 3 legendary actions, choosing from the options
          Legendary Resistance (3/Day). If the naga fails a saving throw, it   below. Only one legendary action option can be used at a time and
          can choose to succeed instead.                       only at the end of another creature's turn. The naga regains spent
                                                               legendary actions at the start of its turn.
          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   Move. The naga moves up to half its speed without provoking
          functioning.                                           opportunity attacks.
                                                               Cantrip. The naga casts a cantrip.
          Magic Resistance. The naga has advantage on saving throws   Coil Whip  (Costs 2 Actions).   The naga whips its tail around it.
          against spells and other magical effects.              Each creature within 15 feet of the naga must succeed on a DC 21
          Actions                                                Dexterity saving throw or take 20 (4d6 + 6) bludgeoning damage,
                                                                 pushed up to 10 feet away and be knocked prone.
          Multiattack. The naga makes two melee attacks: one with its Bite   Stinger  (Costs 3 Actions).   The naga attacks with its Stinger.
          and one to Constrict. Alternatively, it can make one Constrict attack

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