17 (natural armor)
127 (15d10 + 45)
25 ft.
Con +7, Cha +8
Deception +8, Persuasion +8
poison
poisoned
darkvision 60 ft.
Understands and speaks Common, Abyssal, and Undercommon but can barely read them
11
The naga feels compelled to lie the majority of the time.
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.
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
While in sunlight, the naga has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
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.