Huge Construct, Lawful Evil
Armor Class 17 Natural Armor
Hit Points 195 (17d12 + 85)
Speed 45 ft., Movement is reduced by 10 ft. for every creature grappled by the naga's chains.
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CHA +8
Damage Immunities Poison, Psychic
Senses Darkvision, Passive Perception 12
Languages Common, Infernal
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Antimagic Susceptibility. The naga is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the naga must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Damage Transfer. While it is grappling a creature, the naga takes only half the damage dealt to it, and the creature grappled by the naga takes the other half.

False Appearance. While the naga remains motionless, it is indistinguishable from normal chains.

 

Spellcasting. The Chain Naga is a 5th-level spellcaster. Its spellcasting ability is charisma (spell save DC 14, +4 to hit with spell attacks). The Chain Naga has following Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Chill Touch, Minor Illusion
1st level (4 slots): Arms of Hadar, Charm Person

2nd level (3 slots):Cloud of Daggers, Ray of Enfeeblement

3rd level (2 slots):Counterspell, Hunger of Hadar

Actions

Multiattack. The naga makes two attacks

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 creature. Hit: 13 (3d6 + 3) piercing damage plus 10 (3d6) poison damage

Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the naga isn't already grappling three creatures. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Description

Bundle of chains, animates when a creature gets within range of it. It has a large head made of forged steel, with glowing eyes when animated. Its fangs were made to release poison into the victim of its bite.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: construct

Biovoo

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