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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Bestiary

