Bone Naga (Guardian)
Large undead- Challenge
- STR
- 2
- DEX
- 3
- CON
- 1
- INT
- 2
- WIS
- 2
- CHA
- 3
- Soak
- 1
- Fort
- +2
- Ref
- +3
- Will
- +3
Spellcasting. The bone naga (guardian) uses Divinity (cha) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 8 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
1 mana: absorb spirit, command, false life, life drain, shield of faith
2 mana: bestow curse, calm emotions, stasis
Actions (2)
Bite. Melee Weapon Attack: +4 to hit, reach 2 m. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
Spells
As a reaction, which you use when a creature within 5 meters of you dies, you can absorb its spirit. You gain 1d10 + your spellcasting ability temporary health.
Augment
You gain 1d10 additional temporary health for each additional mana expended.
As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.
Drop. The creature immediately drops whatever it is holding at its feet.
When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.
Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.
Grovel. The creature immediately falls prone.
Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Augment
You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.
1 hour/mana
As an action, you bolster yourself with a necromantic facsimile of life. You gain 2d6 + your spellcasting ability temporary health for the duration.
Augment
You gain 2d6 additional temporary health for each additional mana expended.
As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.
On a failure, it takes 3d8 necrotic damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
You regain health equal to half the amount of necrotic damage dealt.
Augment
You can increase the damage by 3d8 for each additional mana expended.
concentration, 5 minutes/mana
As an action, a shimmering field appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.
Augment
You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.
concentration, 5 minutes/mana
As two actions, you curse a creature that you touch. The creature must make a Will saving throw.
On a failure, it is becomes cursed for the duration.
When you cast this spell, choose the nature of the curse from the following options:
- Choose one ability. While cursed, the creature has disadvantage on skill checks made with that ability.
- While cursed, the creature has disadvantage on attacks.
- While cursed, the creature must make a Will saving throw at the start of each of its turns. If it fails, it wastes its actions that turn doing nothing.
- While cursed, your attacks and spells deal an extra 1d8 necrotic damage to the creature.
- While cursed, the creature is blinded or deafened (your choice).
- While cursed, the creature can not regain health.
A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
Augment
You can target one additional creature for each additional mana expended. You must touch each creature when you target them.
You can expend 1 additional mana to bestow an additional curse.
Persistent. You can expend 1 additional mana to change the duration to 3 hours/mana.
Indefinite. You can expend 3 additional mana so the spell lasts until it is dispelled.
concentration, 1 minute/mana
As two actions, you attempt to suppress strong emotions in a group of creatures at a point within 10 meters. Each creature in a sphere centered on that point must make a Will saving throw. If the creature is immune to being charmed, the spell has no effect on it.
On a failure, it is indifferent about creatures of your choice that it is hostile toward for the duration.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
As two actions, you freeze a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.
On a failure, it is stunned until the end of its next turn.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can expend 1 additional mana so the creature is paralyzed instead of stunned.