Maga Naga

Large monstrosity, chaotic evil

Armor Class

17 (natural armor)

Hit Points

127 (15d10 + 45)

Speed

25 ft.

Saves

Con +7, Cha +8

Skills

Deception +8, Persuasion +8

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Languages

Understands and speaks Common, Abyssal, and Undercommon but can barely read them

Challenge

11

Compulsive Liar

The naga feels compelled to lie the majority of the time.

Rejuvenation

If it dies, the naga returns to life in 1d20 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting

The naga is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 with spell attacks). It has the following spells prepared • Cantrips (at will): thaumaturgy, vicious mockery • 1st level (4 slots): charm person, command, dissonant whispers, illusory script • 2nd level (3 slots): crown of madness, entrhall, suggestion • 3rd level (3 slots): bestow curse, fear, stinking cloud • 4th level (3 slots): banishment, compulsion, confusion • 5th level (2 slots): flame strike, geas, mislead • 6th level (1 slots): mass suggestion

Sunlight Sensitivity

While in sunlight, the naga has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Bite

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Incite Violence (Recharge 2-3)

The naga can choose to incite violence in a 120-foot radius. All creatures in that area must make a DC 16 Wisdom saving throw. An unsuccessdul saving throw results in the target attacking the nearest creature for the next minute. The target can repeat the saving throw at the end of each of its turns.