Guardian Naga

Guardian Naga

Large beast
Challenge

STR
4
DEX
4
CON
3
INT
3
WIS
4
CHA
4

127
15d10+45
20
Soak
1
Fort
+6
Ref
+7
Will
+7
Defense note natural armor
Damage immunities poison
Condition immunities charmed, poisoned

Speed 8 m.
Skills Divinity +7 (18)
Senses darkvision 10 m.
Languages Celestial, Common

Rejuvenation. If it dies, the guardian naga returns to life in 1d6 days and regains all its health. Only a miracle or wish spell can prevent this trait from functioning.

Spellcasting. The guardian naga uses Divinity (wis) to cast spells (spell save Difficulty 16, +7 to hit with spell attacks). It has 20 mana, a mana limit of 4, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: command, heal, shield of faith

2 mana: banishment, bestow curse, calm emotions, clairvoyance, freedom of movement, seeing, stasis

3 mana: geas

Actions (2)

Bite. Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 8 (1d8 + 4) piercing damage plus 18 (4d8) poison damage.

Spit Poison (1/turn). Ranged Weapon Attack: +7 to hit, range 3/10 m. Hit: 36 (8d8) poison damage.

Desert, Forestsrd

Spells

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

As an action, a creature that you can touch or see within 10 meters regains 2d8 + your spellcasting ability health. This spell has no effect on constructs or undead.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the healing by 3d8 for each additional mana expended.

  • Major Regeneration. You can expend 2 additional mana to increase the healing by 1d8 and stimulate major natural healing. The duration changes to 1 minute/mana and for the duration of the spell, the creature regains 1 health at the start of each of its turns (10 health each minute).

    The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

  • Power Word Heal. You can expend 3 additional mana and cast this spell as two actions so the target regains all its health. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up.

concentration, 5 minutes/mana

As an action, a shimmering field appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As two actions, you send an object weighing 150 kilos or less, or attempt to send a Large or smaller creature, within 10 meters to to another plane of existence. An unwilling creature must succeed on a Will saving throw to avoid the effect.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. A creature who is native to the plane of existence you’re on can repeat the saving throw at the end of each turn, returning on a success.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 5 meters of the space it left. Otherwise, the target doesn’t return.

Augment

You can target one additional creature or object, affect a creature of a larger size, and increase the weight of an object that this spell can target by 100 kilos for each for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As two actions, you curse a creature that you touch. The creature must make a Will saving throw.

On a failure, it is becomes cursed for the duration.

When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability. While cursed, the creature has disadvantage on skill checks made with that ability.
  • While cursed, the creature has disadvantage on attacks.
  • While cursed, the creature must make a Will saving throw at the start of each of its turns. If it fails, it wastes its actions that turn doing nothing.
  • While cursed, your attacks and spells deal an extra 1d8 necrotic damage to the creature.
  • While cursed, the creature is blinded or deafened (your choice).
  • While cursed, the creature can not regain health.

A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

  • You can expend 1 additional mana to bestow an additional curse.

  • Persistent. You can expend 1 additional mana to change the duration to 3 hours/mana.

  • Indefinite. You can expend 3 additional mana so the spell lasts until it is dispelled.

concentration, 1 minute/mana

As two actions, you attempt to suppress strong emotions in a group of creatures at a point within 10 meters. Each creature in a sphere centered on that point must make a Will saving throw. If the creature is immune to being charmed, the spell has no effect on it.

On a failure, it is indifferent about creatures of your choice that it is hostile toward for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.

M (crystal ball, a silver mirror, or a font filled with holy water worth 500 sp); concentration, 5 minutes/mana

As you spend 10 minutes to cast this spell, you can see and hear a location or a particular creature that is within 2 kilometers.

If you choose a location, it must be familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). When you do, the sensor appears at that location and doesn’t move.

If you choose a particular creature, it must make a Will saving throw, which is modified by how well you know the creature and the sort of physical connection you have to it. If a creature knows you’re casting this spell, it can willingly fail the saving throw if it wants to be observed.

KnowledgeSave Modifier
Secondhand (you have heard of the creature)+4
Firsthand (you have met the creature)+0
Familiar (you know the creature well)−4
ConnectionSave Modifier
Likeness or picture−2
Possession or garment−4
Body part, lock of hair, bit of nail, or the like−10

On a failure, you create an invisible sensor within 2 meters of the creature. You can see and hear through the sensor as if you were there. The sensor moves with the creature, remaining within 2 meters of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist, though it can’t be attacked or otherwise interacted with.

On a success, the creature isn’t affected, and you can’t use this spell against it again for 4 hours.

On a critical success, the creature isn’t affected, and you can’t use this spell against it again for 24 hours.

Augment

You can expend 1 additional mana so the creature or object can be anywhere on the same plane of existence as you.

As two actions, you touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 1 meter of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

1 hour/mana

As two actions, your senses are almost impossible to foil. For the duration, you can see things as they truly are out to a range of 20 meters, allowing you to:

  • see invisible creatures and objects
  • see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to grant this ability to a willing creature you touch.

  • True Seeing. You can expend 1 additional mana so the creature has truesight, allowing it to see the following in addition to those listed above:

    • see in normal and magical darkness
    • automatically detect visual illusions and succeed on saving throws against them
    • perceive the original form of a shapechanger or a creature that is transformed by magic

As two actions, you freeze a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.

On a failure, it is stunned until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can expend 1 additional mana so the creature is paralyzed instead of stunned.

30 days

As you spend 1 minute to cast this spell, you place a magical command on a creature that you can touch or see within 10 meters, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Will saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each round. A creature that can’t understand you is unaffected by the spell.

An affected creature can repeat the saving throw each time it takes damage from acting in a manner counter to your instructions, ending the effect on a success.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by dismissing it on your turn (no action required). A remove curse spell, restoration spell augmented to greater restoration, miracle spell, or wish spell also ends it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to change the duration to 1 year.

  • Indefinite. You can expend 2 additional mana so the spell lasts until it is ended by one of the spells mentioned above.