A monster by Zimek:
Ancient Shadow Naga
Gargantuan undead, Neutral Evil
- Armor Class 18
- Hit Points 500
- Speed 60, flying
STR DEX CON INT WIS CHA 18 (4) 22 (6) 25 (7) 23 (6) 22 (6) 19 (4)
- Saving Throws DEX +14, CON +15, WIS +14, CHA +12
- Skills Perception +14, Stealth +14, Arcana +14, History +14
- Damage Immunities Poison
- Condition Immunities Grappled, Poisoned, Prone, Restrained
- Senses Truesight 120 feet
- Languages Common, Abyssal
- Challenge 25 (75,000 XP)
Rejuvenation. 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.
Incorporeal. The naga is immune to bludgeoning, piercing, and slashing damage. It can move through physical barriers and objects as if they weren't there.
Spellcasting. The naga is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following spells prepared:
1st level (4 slots): shield, magic missile
2nd level (3 slots): detect thoughts, invisibility
3rd level (3 slots): dispel magic
4th level (3 slots): blight, sickening radiance
5th level (3 slots): cloudkill, scrying
6th level (3 slots): chain lightning, mental prison
7th level (2 slots): finger of death, power word pain
8th level (1 slot): power word stun, feeblemind
9th level (1 slot): psychic scream
Actions
Multiattack. The Naga makes 2 attacks
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 32 (8d8) poison damage, and the target must make a DC 20 Constitution saving throw, becoming poisoned on a failed save. As the naga makes this attack, it loses its incorporeal ability momentarily, allowing it to be damaged by held actions.
Constrict. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: target takes 24 (4d12) psychic damage, and becomes psychically entangled by the naga. While entangled in this way, they take 4d12 damage at the start of the naga's turn. If a target moves while entangled, they take 1d12 psychic damage for each 5 feet of movement, up to a maximum of 6d12 damage per turn. If the creature is ever more than 30 feet away from the point at which they became entangled, the entanglement ends.