Wiki › Monsters & Creatures

Naina 2014

CR 11 dragon

Large dragon, lawful evil


Armor Class
17 (natural armor)
Hit Points
231 (22d10+110)
Speed
40 ft., fly 120 ft.

STR20 (+5)
DEX16 (+3)
CON21 (+5)
INT15 (+2)
WIS18 (+4)
CHA18 (+4)

Saving Throws
Dexterity +7, Constitution +9, Intelligence +6, Wisdom +8, Charisma +8
Skills
Arcana +6, Deception +8, Insight +8, Perception +8
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
paralyzed, poisoned, unconscious
Senses
darkvision 60 ft., passive Perception 18
Languages
Common, Darakhul, Draconic, Elvish, Sylvan
Challenge
11 (7,200 XP) · Proficiency Bonus +4

Magic Sensitive.

The naina detects magic as if it were permanently under the effect of a detect magic spell.

Shapechanger.

The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form.

Spellcasting.

the naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared:

  • Cantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image
  • 1st Level (4 slots): charm person, thunderwave, witch bolt
  • 2nd Level (3 slots): darkness, invisibility, locate object
  • 3rd Level (3 slots): dispel magic, hypnotic pattern
  • 4th Level (3 slots): dimension door
  • 5th Level (1 slot): dominate person

Actions

Multiattack.

The naina makes two claw attacks and one bite attack.

Bite.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage.

Claw.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.

Poison Breath (Recharge 5–6).

While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas.

Poison.

A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends.

Paralysis.

A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis.

Sleep.

A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details