Guardian Naga

==Summary==
Guardian Nagas are benevolent nagas of particular strength, originating from the time of the Sarrukh, an ancient Creator Race who ruled multiple empires from over 37,000 years ago across Faerun. They are serpent creatures with humanoid heads, most often found protecting areas of potent lore or magical significance, though can be found ruling over tribes of lesser beings such as Lizardfolk or Kobolds. Unlike their fellow nagas, guardian nagas are not of an inherently evil bent, and not prone to assaulting any intruder in their lairs- they attack only if forced, and prefer to give warnings before unleashing their arcane might. 
==Powers and Stats==
Tier: from to at least , likely , possibly 
Name: Guardian Naga
Origin: Dungeons and Dragons
Gender: Varies
Age: Varies, the oldest in Faerun are nearly 37,000 years old
Classification: Immortal Serpent
Powers and Abilities: Superhuman Physical Characteristics, Immortality (Types 1 and 4), Large Size (Type 0), Self-Sustenance (Type 2, They require no food or water to sustain themselves), Natural Weaponry (Teeth), Poison Manipulation (Guardian Nagas bear potent poison in their fangs that is instantly lethal), Magic, Reality Warping (They are capable of arcane magic, allowing them to manipulate the Weave that encompasses the multiverse), Holy Manipulation, Subjective Reality (They are also capable of divine magic, which creates magical effects purely through faith and belief), Body Control (They can constrict their foes to death), Fragrance Manipulation (They perpetually smell like fresh flowers, though the cause for this is unknown), Invisibility (They can render themselves invisible through their typical spells known), Blessed (Divine Power allows them to call on the direct potency of their gods to increase their power in combat temporarily), Electricity Manipulation (Via lightning bolt they can project huge arcs of electricity), Power Nullification (Dispel Magic can wipe out magic or otherwise supernatural effects), Healing (Cure Wounds allows them to instantly remedy gaping wounds such as slashed-open torsos or impalement, though any body parts fully cut off will not be restored), Purification (Lesser Restoration allows them to negate a multiplicity of effects, such as diseases, poisons, paralysis, and countless other conditions), Extrasensory Perception (They can see invisible creatures and detect magic around them, True-Seeing allows them to see the truth of all things- illusions become impotent before their eyes, they can see the true form of shapeshifted creatures, and pierce the veil between this reality and those adjacent to it, such as the Ethereal and Astral Planes), Telepathy (They can detect the thoughts of nearby creatures, probing both surface and subconscious thoughts), Non-Physical Interaction (Can affect intangible, incorporeal, abstract, conceptual, and totally nonexistent enemies), Energy Projection and Homing Attack (Magic Missile allows them to hit through tangible and forcefield-like barriers and will always guide itself to the target, guaranteeing a hit unless counteracted magically), Forcefield Creation (They can give themselves a forcefield that covers their entire body for an extended period of time), Statistics Amplification (Expeditious Retreat considerably increases their speed, nearly doubling it), Probability Manipulation (Divine Favor imbues them with supernatural luck, guiding their attacks to their proper enemies and making them more devastating as a result), Ice Manipulation (Ray of Frost allows them to fire bolts of ice at enemies as an attack), Telekinesis (Mage Hand affords the caster a limited form of telekinesis, allowing them to pick up very light objects or interact with the terrain in a simple way), Light Manipulation (Can generate an intense source of light), Perception Manipulation (They can temporarily Daze a target creature, causing them to become mesmerized), Pain Manipulation (By uttering a word of power, they can wrack the body and mind of a foe with psychic pain), Sound Manipulation (By striking the ground with supernatural force, the power of the soundwave they generate can deal physical damage of considerable potency), Enhanced Senses (They can see in the dark), Curse Manipulation (Geas forces a foe to follow a set of orders lest it wither away and die), BFR (Banishment sends a target creature back to their home plane of existence, unable to return), Clairvoyance (Can create an invisible sensor through which they can use their senses at a distance), Paralysis Inducement (Hold Person causes a target to be incapable of movement for the duration), Empathic Manipulation (They can gently soothe the negative emotions of a target creature, magically calming them), Mind Manipulation (Command forces a target to perform a one-word command given by the caster), Soul Manipulation (Sacred Flame deals radiant energy, searing the soul itself)
Attack Potency: Varies from Building level (Typical guardian nagas are comparable to individuals capable of casting Cone of Cold) to at least Large Building level (Certain guardian nagas compare to magi capable of casting Freezing Sphere), likely City Block level (Comparable to casters of Lower Water), possibly Multi-City Block level (Comparable to magi capable of disintegrating an entire temple with one spell)
Speed: Varies from Hypersonic+ with High Hypersonic+ reactions (Superior to creatures capable of dodging short-ranged lightning) up to Relativistic+ (Can react to Anger of the Noonday Sun), with FTL+ reactions (Can tag others with the Great Cat's Dodge feat)
Lifting Strength: Varies from Class 5 to Class 10 (Most vary between 4 to 6 metric tons at their maximum pushing capacity)
Striking Strength: Varies from Building level to at least Large Building level, likely City Block level, possibly Multi-City Block level
Durability: Varies from Building level to at least Large Building level, likely City Block level, possibly Multi-City Block level
Stamina: Superhuman (Can lie in wait for attacks for hours standing perfectly still and concentrating, and can continue this trend for months or even years with very little rest)
Range: Extended Melee Range physically; up to Tens of Meters with poison spit; up to Hundreds of Meters with magic
Standard Equipment: None notable, though they always have a hoard of some sort
Intelligence: Genius, they are consistently rated as being an equal with brilliant spellcasters and mages
Weaknesses: None notable
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Characters
Category:Dungeons and Dragons
Category:BFR Users
Category:Blessing Users
Category:Bodily Weaponry Users
Category:Body Control Users
Category:Clairvoyance Users
Category:Curse Users
Category:Electricity Users
Category:Empathic Manipulation Users
Category:Energy Projection Users
Category:Enhanced Senses Users
Category:Extrasensory Perception Users
Category:Fantasy Characters
Category:Forcefield Users
Category:Fragrance Users
Category:Game Characters
Category:Healers
Category:Holy Users
Category:Homing Attack Users
Category:Ice Users
Category:Immortals
Category:Invisibility Users
Category:Large Sized Characters
Category:Light Users
Category:Magic Users
Category:Mind Users
Category:Non-Physical Interaction Users
Category:Pain Users
Category:Paralysis Users
Category:Perception Users
Category:Poison Users
Category:Power Nullification Users
Category:Probability Users
Category:Purification Users
Category:Reality Warpers
Category:Reptiles
Category:Self-Sustenance Users
Category:Snakes
Category:Soul Users
Category:Sound Users
Category:Statistics Amplification Users
Category:Subjective Reality Users
Category:Telekinesis Users
Category:Telepaths