Large monstrosity, lawful evil
Armor Class 15 (natural armor)
Hit Points 75 (10d10+20)
Speed 40 ft.
Saving Throws Dex +6, Con +5, Wis +5, Cha +6
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, common
Challenge 9 (5,000 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Detect Thoughts. At will, 60 ft.
Spellcasting. The naga is a 10th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, magic missile, sleep
2nd level (3 slots): invisibility, scorching ray
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight, dimension door
5th level (2 slots): dominate person
Multiattack: The dark naga makes a bite and a sting attack. In place of a bite, the naga can cast a spell.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 7 (1d6+4) piercing damage.
Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 10 (2d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw or become poisoned for 1 hour and the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
The eyes of a dark naga are bright and intelligent, burning with an almost hypnotic inner light. Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach. Nagas favor spells over other forms of combat. Because they are almost always found in the lairs they guard and know well, they can arrange most encounters to suit their wishes. The poison from their tail stinger causes nightmare haunted sleep.