Page 189 - Monster Manual Expanded III Dragonix
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Iridescent Naga
The beautiful iridescent naga has a 20-foot long serpentine
body that is covered with reticulated scales that glimmer
in rainbow hues as it moves. Its head has comely human
or elven features that reflect its warm, friendly, and kind
personality. It prefers to live in ancient, majestic ruins
that are overgrown with vegetation and hidden within
temperate forests and jungles. It does not stay long, though,
as it spends most of its time exploring and chronicling the
wonders and beauties of the world.
Benevolent and Peaceful. The iridescent naga avoids
combat whenever possible, always seeking nonviolent
courses of action to end a conflict. If an encounter is
unavoidable, the iridescent naga will try to escape first,
engaging in violence only as a last resort. However, it
will not hesitate to aid those that might need its help,
especially the helpless, weak, and wounded.
Enthralling Trickster. In combat, the iridescent naga
will always try to incapacitate, confuse, or distract its foes
without dealing lethal damage, just enough for it or those
it is protecting to escape. Its array of enchantment and
illusory spells make this possible, as well as a venomous
bite that puts victims into a deep slumber. The iridescent
naga can also keep its enemies entranced by swaying
and weaving its body in a hypnotic pattern.
Friendly Company. The iridescent naga is a solitary
creature but will sometimes join the company of like-
minded creatures, such as adventurers, bariaurs, elves,
good-aligned fey, and guardinals. In such instances, the
iridescent naga will be very inquisitive and is more than willing
to trade stories about the places they have traveled and wonders
they have witnessed. It may even provide important information,
such as locations of long-forgotten ruins, ancient crypts, and
lost treasure vaults. Of course, the iridescent naga may ask for
something in return.
Iridescent Naga 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
Large monstrosity, chaotic good
functioning.
Actions
Armor Class 16 (natural armor)
Hit Points 82 (11d10 + 22)
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit:
Speed 40 ft.
7 (1d6 + 4) piercing damage, and the target must make a DC 13
Constitution saving throw or become poisoned for 1 minute. Until
STR DEX CON INT WIS CHA this poison ends, the target is unconscious and is in a deep sleep.
16 (+3) 19 (+4) 14 (+2) 14 (+2) 15 (+2) 18 (+4) 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
Saving Throws Dex +7, Con +5, Wis +5, Cha +7 unconscious creature takes damage, or someone uses an action to
Skills History +5, Investigation +5, Persuasion +7 shake or slap it awake, it gains advantage on its saving throw.
Damage Immunities poison
Spellcasting. The naga is a 10th-level spellcaster. Its spellcasting
Condition Immunities charmed, frightened, poisoned
ability is Charisma (spell save DC 15). It has the following bard spells
Senses darkvision 60 ft., passive Perception 12
prepared:
Languages Celestial, Common
Cantrips (at will): friends, mage hand, minor illusion, vicious mockery
Challenge 7 (2,900 XP) Proficiency Bonus +3
(2d4)
1st level (4 slots): charm person, healing word, dissonant whispers
Hypnotic Sway. If a creature starts its turn within 30 feet of the naga
2nd level (3 slots): calm emotions, invisibility, suggestion
and the creature can see the naga, it must make a DC 15 Wisdom
3rd level (3 slots): counterspell, dispel magic, major image
saving throw if the naga isn't incapacitated. On a failed save, the
4th level (3 slot): banishment, dimension door, polymorph
creature becomes charmed for the duration. While charmed by this
5th level (2 slot): legend lore, synaptic static
spell, the creature is incapacitated and has a speed of 0.
The effect ends if a hypnotized creature takes any damage or if Bonus Actions
someone else uses an action to shake the creature out of its stupor.
Taunt (4/Day). The naga can use a bonus action to target one
A creature that isn't surprised can avert its eyes to avoid the saving
throw at the start of its turn. If it does so, it can't see the naga until creature within 30 feet of it. If the target can hear the naga, the
target must succeed on a DC 15 Charisma saving throw or have
the start of its next turn, when it can avert it s eyes again. If it looks
disadvantage on ability checks, attack rolls, and saving throws until
at the naga in the meantime, it must immediately make the save.
the start of the bard’s next turn.
188
Bestiary

