Page 191 - Monster Manual Expanded III Dragonix
P. 191

•  The nagahydra causes spectral snakes to appear from a point   dra’s magic, which creates one or more of the following effects:
          it can see within 120 feet of it. Each creature within 20 feet of   •  The land within 6 miles of the lair takes twice as long as normal
          that point take 7 (2d6) piercing damage and must succeed on a
                                                                 to traverse, since the vegetation grow thick and twisted.
          DC 17 Constitution saving throw or become poisoned until the
                                                               •  Within 1 mile of its lair, the nagahydra ignores movement im-
          end of its next turn. While poisoned in this way, the creature has   pediments and damage from normal plants. The plants remove
          disadvantage on all saving throws.
                                                                 themselves from the nagahydra’s path.
        •  One of the nagahydra's heads casts a 1st-level spell.
                                                               •  Fog lightly obscures the land within 6 miles of the lair.
        Regional Effects
                                                               If the nagahydra dies, these effects fade over the course of 1-10
        The region containing a nagahydra’s lair is warped by the nagahy-  days.
         Nagahydra                                             2nd level (3 slots): blindness/deafness, see invisibility, web
                                                               3rd level (3 slots): fear, stinking cloud, vampiric touch
         Huge monstrosity, chaotic neutral
                                                               2. Gold Naga Head. The gold head's spellcasting ability is Wisdom
                                                               (spell save DC 18, +10 to hit with spell attacks). It has the following
         Armor Class 19 (natural armor)
                                                               cleric spells prepared:
         Hit Points 241 (21d12 + 85)
                                                               Cantrips (at will): light, sacred flame (2d8), thaumathurgy, word of
         Speed 50 ft.
                                                                 radiance (2d6)
                                                               1st level (4 slots): bane, command, cure wounds, guiding bolt
             STR           DEX           CON           INT           WIS           CHA
                                                               2nd level (3 slots): lesser restoration, locate object, silence
                21 (+5)      14 (+2)       20 (+5)     18 (+4)      18 (+4)      18 (+4)
                                                               3rd level (3 slots): bestow curse, dispel magic, spirit guardians
                                                               3. Green Naga Head. The green head's spellcasting ability is Wisdom
         Saving Throws Dex +8, Con +11, Wis +10, Cha +10       (spell save DC 18, +10 to hit with spell attacks). It has the following
         Skills Perception +10
                                                               druid spells prepared:
         Damage Immunities poison
                                                               Cantrips (at will): druidcraft, poison spray (2d12), thunderclap (2d6)
         Condition Immunities charmed, frightened, poisoned
                                                               1st level (4 slots): absorb elements, earth tremor, entangle, fog cloud
         Senses darkvision 120 ft., passive Perception 20
                                                               2nd level (3 slots): heat metal, moonbeam, spike growth
         Languages Abyssal, Common, Celestial, Draconic, Infernal
         Challenge 18 (20,000 XP)      Proficiency Bonus +6    3rd level (3 slots): erupting earth, tidal wave, protection from energy
                                                               4. Red Naga Head. The red head's spellcasting ability is Charisma
         Legendary Resistance (3/Day). If the nagahydra fails a saving throw,   (spell save DC 18, +10 to hit with spell attacks). It has the following
         it can choose to succeed instead.                     sorcerer spells prepared:
                                                               Cantrips (at will): fire bolt (2d10), lightning lure (2d8), mage hand,
         Multi-headed Spellcaster. The nagahydra has five heads.  While it
         has more than one head, it  has advantage on Wisdom (Perception)     prestidigitation, true strike
                                                               1st level (4 slots): burning hands, chaos bolt, shield
         checks and on saving throws against being blinded, charmed,
                                                               2nd level (3 slots): phantasmal force, scorching ray
         deafened, frightened, stunned, and knocked unconscious. Each head
                                                               3rd level (3 slots): fireball, lightning bolt
         of the nagahydra can cast and maintain concentration of its own
         spell. If the nagahydra is forced to make a Constitution saving throw   5. Violet Naga Head. The violet head's spellcasting ability is
         to maintain concentration on any of its spells, each head that has an   Charisma  (spell save DC 18, +10 to hit with spell attacks). It has the
         active spell requiring concentration must make that saving throw.   following bard spells prepared:
           Whenever the nagahydra takes 50 or more damage in a single turn,   Cantrips (at will): dancing lights, minor illusion, vicious mockery
         one of its heads dies (determined randomly). If all its heads die, the     (2d4)
         nagahydra dies. At the end of its turn, it grows one head that died   1st level (4 slots): charm person, dissonant whispers, thunderwave
         since its last turn, unless it has taken fire damage since its last turn.   2nd level (3 slots): enthrall, hold person, suggestion
         The nagahydra regains 20 hit points each time it regrows a head in   3rd level (3 slots): counterspell, enemies abound, glyph of warding
                                                               Legendary Actions
         this way.
         Rejuvenation. If it dies, the nagahydra returns to life in 1d6 days
                                                               The nagahydra can take as many legendary actions as it has heads,
         and regains all its hit points. Only a wish spell can prevent this trait
                                                               choosing from the options below. Only one legendary action option
         from functioning.
                                                               can be used at a time and only at the end of another creature's turn.
         Reactive Heads. For each head the nagahydra has beyond one, it   The nagahydra regains spent legendary actions at the start of its turn.
         gets an extra reaction that can be used only for opportunity attacks.    The nagahydra’s legendary action options are associated with its
         Wakeful. While the nagahydra sleeps, at least one of its heads is   five naga heads (a bite and a cast spell for each). Once the nagahydra
         awake.                                                chooses a legendary action option for one of its heads, it can’t choose
         Actions                                               another one associated with that head until the start of its next turn.
                                                               Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit:
         Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature.     7 (1d6 + 4) piercing damage, and the target must make a DC 19
         Hit: 15 (3d6 + 5) bludgeoning damage, and it must succeed on a DC
                                                                 Constitution saving throw, taking 13 (3d8) poison damage on a
         19 Dexterity saving throw or be pushed up to 10 feet away and be
                                                                 failed save, or half as much damage on a successful one.
         knocked prone.
                                                               Black Naga Head: Cast a Spell (Costs 2 Actions). The black naga
         Spellcasting. The nagahydra has five heads. Each head is a 6th-level     head expends a spell slot to cast a spell that it has prepared.
         spellcaster. While each head can cast a spell, only one of the heads   Gold Naga Head: Cast a Spell (Costs 2 Actions). The gold naga
         can cast a spell during the nagahydra's turn.           head expends a spell slot to cast a spell that it has prepared.
         1. Black Naga Head. The black head's spellcasting ability is   Green Naga Head: Cast a Spell (Costs 2 Actions). The green naga
         Intelligence (spell save DC 18, +10 to hit with spell attacks). It has     head expends a spell slot to cast a spell that it has prepared.
         the following wizard spells prepared:                 Red Naga Head: Cast a Spell (Costs 2 Actions). The red naga head
         Cantrips (at will): chill touch (2d8), frostbite (2d6), mold earth,     expends a spell slot to cast a spell that it has prepared.
           toll the dead (2d8 or 2d12)                         Violet Naga Head: Cast a Spell (Costs 2 Actions). The violet naga
         1st level (4 slots): cause fear, detect magic, ice knife, ray of sickness    head expends a spell slot to cast a spell that it has prepared.
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                    Bestiary
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