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Naina

Large · Dragon · CR 11 · Lawful Evil

Source. Tome of Beasts
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 40 ft (12.2 m)
Fly 120 ft (36.6 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 18

Saving Throws

Dexterity +7 Constitution +9 Intelligence +6 Wisdom +8 Charisma +8

Skills

Arcana +6 Deception +8 Insight +8 Perception +8

Languages

Common, Darakhul, Draconic, Elvish, Sylvan

Resistances & Immunities

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

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

Traits

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

Bite

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

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

Claw

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

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

Multiattack

The naina makes two claw attacks and one bite attack.

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.

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.

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.

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.

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, Darakhul, Draconic, Elvish, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Naina

2 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.
  • Shapechanging Tactics: This creature can change form, potentially gaining new abilities or escaping. Use 'True Seeing' or abilities that reveal true form. Consider finishing blows before it transforms.

Player Guide: Facing Naina

2 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.
  • Counter Shapechanging: This creature can change form! Use 'True Seeing' to see its true form. Finish it quickly before it transforms. 'Dispel Magic' might prevent transformation.

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, Darakhul, Draconic, Elvish, Sylvan.

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