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Naina

Large · Dragon · CR 11 · Lawful Evil

Armor Class
17 (natural armor)
Hit Points and Hit Dice
231 (22d10 + 110)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
16
+3
CON
21
+5
INT
15
+2
WIS
18
+4
CHA
18
+4

Overview

Category Monsters
Size Large
Type Dragon
Alignment Lawful Evil
XP 7200
Initiative Bonus +3

Movement

Walk 120 ft (36.6 m)
Fly 40 ft (12.2 m)
Swim 60 ft (18.3 m)
Climb 60 ft (18.3 m)
Crawl 60 ft (18.3 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 18

Saving Throws

Dexterity +7 Constitution +9 Wisdom +8 Charisma +8

Skills

Deception +8 Insight +8 Perception +8 Persuasion +8

Languages

Common, Draconic, Sylvan

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
paralyzed, poisoned, unconscious

Traits

Sense Magic

The naina senses magic within 120 feet of her at will. This trait otherwise works like the detect magic spell but isn’t itself magical.

Actions

Bite

+9 to hit, reach 5 ft (1.5 m). Hit: 3d12+5 piercing damage.

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

Breath Weapons

Recharge 5–6

(True Form Only) The naina uses one of the following breath weapons:

Claw

+9 to hit, reach 5 ft (1.5 m). Hit: 3d12+5 slashing damage.

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

Multiattack

The naina makes one Bite attack and two Claw attacks, or she makes three Slam attacks.

Paralysis Breath

The naina exhales paralyzing breath in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Poison Breath

The naina exhales poison breath in a 60-foot cone. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 40 (9d8) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Slam

+9 to hit, reach 5 ft (1.5 m). Hit: 4d8+5 bludgeoning damage.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

Sleep Breath

The naina exhales sleep gas around it. Each creature within 20 feet of the naina must succeed on a DC 17 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it.

Spellcasting

The naina casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

  • At Will: charm person, dancing lights, silent image
  • 3/Day Each: dispel magic, hypnotic pattern, invisibility
  • 1/Day Each: dimension door, dominate person

Bonus Actions

Change Shape

The naina transforms into a Medium Humanoid or back into her true form, which is a Dragon. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. It reverts to its true from if she dies.

About Naina

Naina is a large dragon with a Challenge Rating of 11. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 231 hit points (derived from 22d10 + 110).

Naina has communication capabilities including Common, Draconic, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Naina

1 tips available

When using Naina in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Naina

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Naina?
Naina has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Naina?
Naina is a Large Dragon, which affects how certain spells and abilities interact with it.
What languages does Naina speak?
Naina can communicate in Common, Draconic, Sylvan.

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