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System Reference Document 5.2.1
Spirit Naga
Spirit Naga
Large Fiend, Chaotic Evil
AC 17  Initiative +3 (13)
HP 135 (18d10 + 36)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 17 +3 +6 Con 14 +2 +5
Int 16 +3 +3 WIS 15 +2 +5 Cha 16 +3 +6
Immunities Poison; Charmed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Languages Abyssal, Common
CR 8 (XP 3,900; PB +3)
Traits
Fiendish Restoration. If it dies, the naga returns to life 
in 1d6 days and regains all its Hit Points. Only a Wish 
spell can prevent this trait from functioning.
Actions
Multiattack. The naga makes three attacks, using Bite 
or Necrotic Ray in any combination.
Bite. Melee Attack Roll: +7 , reach 10 ft. Hit: 7 (1d6 + 4) 
Piercing damage plus 14 (4d6) Poison damage.
Necrotic Ray. Ranged Attack Roll: +6, range 60 ft. Hit: 
21 (6d6) Necrotic damage.
Spellcasting. The naga casts one of the following 
spells, requiring no Somatic or Material components 
and using Intelligence as the spellcasting ability (spell 
save DC 14):
At Will: Detect Magic, Mage Hand, Minor Illusion, Wa-
ter Breathing
2/Day Each: Detect Thoughts, Dimension Door, 
Hold Person (level 3 version), Lightning Bolt (level 
4 version)
Sprite
Sprite
Tiny Fey, Neutral Good
AC 15   Initiative +4 (14)
HP 10 (4d4)
Speed 10 ft., Fly 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 3 −4 −4 Dex 18 +4 +4 Con 10 +0 +0
Int 14 +2 +2 WIS 13 +1 +1 Cha 11 +0 +0
Skills Perception +3, Stealth +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
CR 1/4 (XP 50; PB +2)
Actions
Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 
(1d4 + 4) Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6, range 
40/160 ft. Hit: 1 Piercing damage, and the target has 
the Charmed condition until the start of the sprite’s 
next turn.
Heart Sight. Charisma Saving Throw: DC 10, one crea-
ture within 5 feet the sprite can see (Celestials, Fiends, 
and Undead automatically fail the save). Failure: The 
sprite knows the target’s emotions and alignment.
Invisibility. The sprite casts Invisibility on itself, requir-
ing no spell components and using Charisma as the 
spellcasting ability.
Spy
Spy
Medium or Small Humanoid, Neutral
AC 12  Initiative +4 (14)
HP 27 (6d8)
Speed 30 ft., Climb 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 10 +0 +0 Dex 15 +2 +2 Con 10 +0 +0
Int 12 +1 +1 WIS 14 +2 +2 Cha 16 +3 +3
Skills Deception +5, Insight +4, Investigation +5, 
Perception +6, Sleight of Hand +4, Stealth +6
Gear Hand Crossbow, Shortsword, Thieves’ Tools
Senses Passive Perception 16
Languages Common plus one other language
CR 1 (XP 200; PB +2)
Actions
Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 
(1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.
Hand Crossbow. Ranged Attack Roll: +4, range 30/120 
ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poi-
son damage.
Bonus Actions
Cunning Action. The spy takes the Dash, Disengage, or 
Hide action.
Stirge
Stirge
Tiny Monstrosity, Unaligned
AC 13  Initiative +3 (13)
HP 5 (2d4)
Speed 10 ft., Fly 40 ft.