Naga, Ghost

Family: Nagas

Medium aberration, lawful evil

Armor Class 15 (natural armor)
Hit Points 52 (8d8+16)
Speed 60 ft.

17 (+3) 16 (+3) 14 (+2) 7 (-2) 9 (-1) 8 (-1)

Skills Stealth +5, Perception +1
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 11
Languages Common
Challenge 2 (450 XP)


  • Shriek. The shriek of a ghost naga causes fear in those who can hear it in a 30 ft. radius. This ability can be used 3 times a day. A Wisdom save (DC 14) is allowed. Any creature under this effect can make a save at the end of their turn, removing the condition if successful. A creature who has saved against this effect is immune to it for 24 hours.
  • Ghost Move. The naga becomes incorporeal. The condition lasts for 8 rounds. The naga can move through other creatures or objects as if they were difficult terrain. The creature becomes immune to bludgeoning, piercing, and slashing damage from non-magical weapons. However, it also cannot make any attacks. It may use its shriek while in this state. Finally, the naga has advantage on all Stealth checks while in this state.


  • Multiattack. The naga can make two attacks each round, one bite and one tail. If the naga starts its turn grappling a creature, it can instead make a Constriction attack.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. Further, the target must make a Dexterity save (DC 13) or be grappled.
  • Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. Further, the target must make a Dexterity save (DC 13) or be grappled.
  • Constriction. Melee Weapon Attack: If the naga has a creature grappled at the beginning of its turn, it can automatically constrict them for 17 (4d6+3) bludgeoning damage.


The ghost naga is a grotesquery from the infernal pits. It has a large yellowish or multi-colored body in the shape of a snake topped with a hideous human-like head.

Summoned Guardian. The ghost naga is often summoned from the planes of the abyss to guard treasuries, hallways, prisoners, or other things that need a constant and loyal eye. Having little will of their own, these creatures usually perform their job well. They are immortal and can remain in one area from ages beyond count before either being dispensed with or released from their summoning.

Hit and Run. In battle, ghost nagas prefer to drag out fights and play with their opponents. They will attack and disappear for some time then return and attack again. If their opponents are trapped and unable to escape (such as in a maze), these attack routines can take days or even weeks. The ghost nagas use their ghost move ability to move through and around their opponents causing fear in them and then escaping through walls.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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