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
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