Ngarara
Huge monstrosity (taniwha), chaotic evil
Armor Class 16 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 40 ft., swim 60 ft.
STR 21 (+5) · DEX 14 (+2) · CON 17 (+3) · INT 9 (−1) · WIS 14 (+2) · CHA 11 (+0)
Saving Throws Str +8, Con +6, Wis +5
Skills Perception +5, Survival +5
Damage Vulnerabilities fire
Damage Resistances cold; bludgeoning, piercing, and slashing from non-magical attacks while the ngārara is fully immersed in water
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 15
Languages understands: Common and Māori but can’t speak
Challenge 6 (2,300 XP)
Traits
Amphibious. The ngārara can breathe air and water.
River-Bound Regeneration. The ngārara regains 10 hit points at the start of its turn if it has at least 1 hit point and is touching a body of water. The ngārara doesn’t regenerate if it took fire damage since the end of its last turn.
Fragmentary Spawn. When the ngārara is reduced to 0 hit points, roll a d6. On a 3–6, one Large tail segment tears free, landing in an adjacent unoccupied space. At the end of the ngārara’s next turn, the segment becomes a Giant Crocodile with 22 hit points that fights to defend the corpse. If the corpse or the segment takes fire damage before then, this effect is prevented.
Keen Smell. The ngārara has advantage on Wisdom (Perception) checks that rely on smell.
Water Glide. Moving through water costs the ngārara no extra movement, and it can enter another creature’s space while swimming.
Actions
Multiattack. The ngārara makes two attacks: one with its Bite and one with its Tail.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 5) piercing damage. If the target is a Medium or smaller creature the ngārara is grappling, the target is swallowed (see Swallow).
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Swallow. The ngārara makes one Bite attack against a Medium or smaller creature it is grappling. On a hit, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, has total cover against attacks and effects outside the ngārara, and takes 10 (3d6) acid damage at the start of each of the ngārara’s turns.
If the ngārara takes 20 or more damage on a single turn from the swallowed creature, it must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ngārara. If the ngārara dies, a swallowed creature is no longer restrained and can escape from the corpse using 15 feet of movement, exiting prone. The ngārara can have only one creature swallowed at a time.
Tail Sweep (Recharge 5–6). The ngārara sweeps its massive tail in a 15-foot-radius semicircle behind it. Each creature in that area must make a DC 16 Dexterity saving throw, taking 22 (4d8 + 4) bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one.
Bonus Actions
Surging Current. While the ngārara is in water, it can Dash or Disengage. This movement doesn’t provoke opportunity attacks.
Lore
A massive reptile-like creature, sometimes referred to as a snake goddess.
Ngārara is a type of taniwha—a large supernatural creature. Taniwha are powerful water monsters or dragons that dwell in deep river pools, lakes, or sea caves, and are often linked to treacherous currents.
The best-known and most terrifying member of this kind is Ngarara, whose legend spans several Māori iwi. In certain tribal tellings, such as the stories of Ruru-teina, the monster is described as a sorceress—part human, part lizard—and is sometimes classed as a snake goddess.
From Oceanian Bestiary 5E, p. 56 · Fern Flower Press