By Alan McCoy from Dungeons & Dragons: Fundamentals
How to build challenging
encounters against Naga Guardian
Note: This has been prepared utilizing only the 5E Core Rules. The Naga can be found in the Monster Manual on pages 233-234. Much of the initial lore section will be repeated for each type of Naga, and it is appropriate to their shared origin as a created species. The differences between the various types will be most apparent in the “What do we know about section of the essay”.
Disclaimer:
Players of video games and MMOs such as World of Warcraft might find themselves having a preconceived notion of what a Naga is or can do. Quite simply, you are advised to immediately remove such information from your mind. Dungeons and Dragons and World of Warcraft are completely different games any resemblance is purely coincidental.
Description:
The Naga are an intelligent spell-casting race of serpents that usually lair in areas that contain ancient ruins. The Naga are a created race that was developed by a humanoid race that has been long forgotten by history. It is suspected that the ruins they guard are the former cities and places utilized or sacred to their ancient masters.
Naga view themselves as the inheritors of their ancient creators, claiming the property, especially the magical items and spell-books that were once possessed by their former masters and creators as their own.
While a Naga is always reluctant to leave their ruin, one of the few things will motivate a Naga to travel or otherwise leave its place of guardianship is to recover items stolen from their lairs.
The Naga have an ancient conflict with the Yuan-Ti, it is somehow linked to the belief of both races that they are the epitome of Serpentine evolution. This conflict is sometimes set aside to allow Naga and Yuan-Ti to work together for some common goal, but such alliances are almost always short lived and will often end in violence and renewed hostilities.
One source of this hostility is a process researched by the Yuan-Ti that has resulted in the necromantic abomination known as the Bone Naga.
Rumors persist that the Yuan-Ti are survivors of the ancient race that originally created the Naga. This is not substantiated, discussion with Naga regarding this possible link has resulted in the death of every researcher known to have broached the subject.
For all practical purposes, the Naga are immortal, requiring neither Air, Drink, Food or Sleep. They can be slain by violence, temporarily at least, a slain Naga’s immortal spirit will reform a new body in matter of days, ready to continue its eternal vigil.
Naga do not appear to Age, but it is also important to note that no young Naga have been encountered, it is quite possible that they cannot reproduce, a control introduced by their ancient creators was deliberately introduced into their biology. It is also quite possible that this aspect was necessary to the regenerative process that has resulted in their near immortality.
Rumors of ancient spells and processes now lost that could create new Naga are suspected but have yet to be discovered.
It is widely believed that a schism erupted within the ancient creator race, this conflict leading each faction in a widely different direction, and resulting in the creation of two similar, but unique species of Naga.
Common conjecture states that the conflict between the factions escalated dramatically and resulted in the eventual destruction of the creator race.
The Naga themselves speak little about their origins, and almost nothing about their creator race.
The two surviving species of Naga created by the ancients are the kind and benevolent if secretive Guardian Naga and the equally secretive and yet decidedly destructive Spirit Naga.
Step 1) Let’s Review what we know about the Guardian Naga
Guardian Naga appear as beautiful snake like beings with Green scales and yellow underbellies. They considered large creatures but are usually coiled making their actual dimensions difficult to determine. It is believed that the total length of a Guardian Naga would exceed forty feet.
Wise and Benevolent, these Naga will defend their lairs and possessions in order to prevent their property, the powerful magical items entrusted to their protection from falling into evil hands.
They recognize and honor the intentions of mortals that might seek to borrow, study or otherwise acquire items in their possession, but have never been known to allow it, knowing that even the most powerful will succumb to eventual death and any knowledge or item would then be unprotected.
Guardian Naga have often founded religious or monastic orders to assist them as protectors of their lairs and to act as agents in the mortal world. These agents have been called upon to thwart the plots and designs of evil individuals and organizations.
Only the inner circle of such orders are made aware that their patron and directing force is a Guardian Naga.
These orders are often located or headquartered in hard to get to locations, such as high mountains, hidden valleys or similar. In human history, the mythical city of Shangri-La would be a likely place to be occupied by a Guardian Naga.
As additional protection, a Guardian Naga will sometimes encourage the cultivation of dangerous flora and fauna, natural monsters such as Giant Spiders, Monstrous Fungi, Giant Spiders, Yellow-Musk creepers and other essentially mindless monsters to lair along lesser used paths to the lair. These creatures act as a passive defense making travel on these routes difficult if not impossible.
Guardian Naga prefer to warn off or reason with intruders to their lair, usually actively attempting to avoid violence.
While it has never been known to have been tested, it is believed that a Guardian Naga can use its will to cause own death, and will do so if necessary as a means of returning to in its own lair reforming there shortly thereafter. It is believed that this ability is the reason that most Bone Naga are formed from Spirit Naga.
Guardian Naga are exceptionally Charismatic, Wise, Nimble and Strong (+4), They are extremely intelligent and tough (+3).
Created as guardians, they are extremely resilient enjoying saving throws in Dexterity, Wisdom and Charisma at +8, and Constitution and Intelligence at +7.
Guardian Naga are immune to poison and are immune to both the POISONED and the CHARMED conditions.
Guardian Naga have Darkvision (60 foot), and a passive perception of 14.
Guardian Naga can speak the common tongue and are natural speakers of the Celestial language. They are literate in both languages and can choose to learn other languages if they so desire. Given their immortal nature, they are probably able to converse or translate many of the languages now long forgotten by history.
Guardian Naga are natural spell-casters and as such they require no material or somatic components to their spells. They only need to verbalize. For game purposes, their spells are calculated as if they were 11th level Clerics and utilize Wisdom as their spell casting trait. This gives them a calculated spell attack bonus of +8 and a saving throw DC of 16.
Guardian Naga are quick movers capable of moving 40 feet per round.
Step 2) Determine the probable Strategy.
Guardian Naga are almost always willing to talk, to bargain and to persuade. If the intentions of the invading group are deemed pure, it may even assist them in their endeavor.
They avoid violent conflict if possible and will fight only when necessary. If forced to combat, they will use the appropriate force as needed, to include slaying the adversary. They may regret the necessity of ending the life of a sentient prematurely, but given their effectively immortal status, it is not overly bothersome.
Always keep in mind that the primary duty of any Naga is to Protect and defend its lair and the treasures that it guards. It may employ various strategies and plans to that end, but it will always return to its central duty and responsibility.
They enjoy their diversions and amusements but that will not distract them from their purpose.
Immortal, or at least nearly so, the Guardian Naga will have prepared its lair with many defenses. Traps designed to divert or restrain, discouraging terrain.
Their Allies, the religious or monastic orders are strong allies, most are aware only that they that they defend their order’s holy of holies, yet they will defend with their lives if necessary.
Once inside the lair proper, it is the traps will become deadly rather than diverting.
The Naga will have carved travel tunnels that honeycomb the lair. These will be used to observe and examine the incoming foes. At need they can also be used to escape a determined attack, or to allow the effects of a harmful spell to expire. The full extent and pattern of these tunnels is known only to the Naga; thus, they can allow the Naga to emerge from a direction of their choice and outflank their attacker.
Surviving members of the protective order will not stand idly by while invaders attempt to invade and attack their patron. These allies will attempt to interpose, interrupt and otherwise interfere with the foes of the Naga to the greatest extent possible. It is suggested that you allow these allies to arrive in groups of varying size rather than all at once, greatly limiting the ability of your adventurers to slay or neutralize them.
If possible, the Guardian Naga will its travel holes to observe the party as they approach, potentially using the spells like thaumaturgy and Agitate Emotion (Calm Emotion – reversed) to discourage further approach. Clairvoyance will be used to observe the invaders and attempt to ascertain their motives. It may even use True Sight to determine the exact nature of the invaders.
Should it seem necessary, the Naga will lay a Geas upon at least one target it perceives as low in Wisdom, effectively removing them from the fight as those individuals will probably be unable to continue. They will certainly be subject to significant psychic damage (5d10, no save) every time they try to disobey the instructions of the Geas. Note: the damage effect is limited to no more than once per day. It is possible to lay more than Geas on a single target, with separate conditions. This would allow the damage to be repeated up to twice each day.
Step 3) Determine Tactics
Should attempts to parley fail, the Guardian Naga will be quick to take the offensive.
The first thing to remember about a confrontation with a Guardian Naga is that it will be prepared for the fight, and the location will almost always be at a location of its own choosing. It will have the assistance of its allies to harass the party as well, using them to trigger traps such as pitfalls or other hazards upon command.
The Naga will use its superior speed and prepared network of movement holes, to allow it to reposition, shed undesirable spell effects or enhance its actions.
Next it is important to remember that the Naga will probably have a significant number of magical items that it can use offensively or defensively. These can include items of strange and unusual power that were constructed by their creator race. I will not go into these items as the possibilities are endless, I will instead confine myself to the spells and tactics available to the Naga as written.
Spell list:
Cantrips: Mending, Sacred Flame, Thaumaturgy
1st (4 slots): Command, Cure Wounds, Shield of Faith
2nd (3 slots): Calm Emotions, Hold Person
3rd (3 Slots): Bestow Curse, Clairvoyance
4th (3 Slots): Banishment, Freedom of Movement
5th (2 Slots): Flame Strike, Geas
6th (1 Slot): True Seeing
The Naga will begin combat by casting Hold Person, UPCAST to gather as many targets as possible (maximum of four If cast as a 6th level spell). Use of this spell will effectively remove several combatants from the battle at once, but to even greater effect, it will render them virtually helpless against their next spell.
The Naga will cast Flame Strike centered on the HELD individuals and any other potential targets that remain in the area. It should be noted that the HELD targets are suffering from the PARALYZED condition. They automatically fail Dexterity Saves and any damaging attack is considered a Critical Hit. This will effectively increase the damage dealt to 8d6 fire and 8d6 radiant as well as denying the victim a saving throw.
After this attack, the concentration of the Naga will be unbroken, and the victims will continue to be held. If desired, a second Flame Strike can be brought down. Remember that if spell slots are needed, the Flame Strike can be ‘UPCAST’ using a higher-level spell slot if necessary.
If the Naga indicates that it has no intention of calling down further flame, the order will move in and attack these helpless opponents, each attack made with ADVANTAGE vs a paralyzed opponent and doing automatic critical hit damage.
At this point, the Naga will attempt to locate any mobile enemies, using it’s spit venom ability to damage potential targets. This venom is powerful, causing up to 10d8 poison damage to any target that fails a DC 15 saving throw (save for half). Whenever possible, enemies that are spell-casters will be targeted first.
While the Guardian Naga has far from exhausted its potential spell list, it will prefer to keep those spells in reserve for later need. One exception, should the Naga be able to identify a leader or an especially effective combatant, it will attempt to BANISH the foe, removing them from the battlefield for at least a minute. As this spell is concentration-based, it will release the HELD combatants and will be used only if deemed a necessity.
Guardian Naga have a powerful Melee Bite, that has an identical poison effect to its spot poison ability and causes piercing damage. It will probably not utilize this ability unless forced to enter melee or followed into one of its travel tunnels.
Step 4) DM Tips and Observations
Given their affinity for High Places full of Sunlight and wind Guardian Naga could be given a Flying Speed equivalent to its movement on land, If you choose to give the Guardian Naga a Flying speed, then a logical addition to their tactics would be the grapple and drop. At the very least, I would consider giving the Guardian Naga the ability to HOVER and disregard difficult terrain.
While this was not included in the description, it is completely reasonable to grant the effectively immortal Guardian Naga proficiency in the skills, Arcana, Athletics, History, Insight, Perception, and Religion. It is also recommended that they be given two of the following FEATs: Linguist, Mobile, Observant (while inside their lair) or War-Caster.
Guardian Naga are effectively 11th level Clerics. While it is impossible to determine the exact domain to assign to any individual Naga, I suggest that Knowledge, Light, Life and Tempest are solid choices. War is a possibility, but only for those possessing a strong cadre of allies and defenders that they can enhance.