All nagas have long, snakelike bodies covered with glistening scales, and more or less
human faces. They range in length from 10 to 20 feet and weigh from 200 to 500 pounds. The eyes of a naga are bright and intelligent, burning with an almost hypnotic inner
light.
Nagas favor
spells over other forms of
combat. Because they are almost always found in the lairs they guard and know well, they can arrange most encounters to suit their wishes.
|
Large Aberration |
Hit Dice:
|
9d8+18 (58 hp) |
Initiative:
|
+2 |
Speed:
|
40 ft. (8 squares) |
Armor Class:
|
14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 |
Base Attack/Grapple:
|
+6/+12 |
Attack:
|
Sting +7 melee (2d4+2 plus poison) |
Full Attack:
|
Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1) |
Space/Reach:
|
10 ft./5 ft. |
Special Attacks:
|
Poison, spells |
Special Qualities:
|
Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm |
Saves:
|
Fort +5, Ref +7, Will +8 |
Abilities:
|
Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17 |
Skills:
|
Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11 |
Feats:
|
Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes |
Environment:
|
Temperate hills |
Organization:
|
Solitary or nest (2-4) |
Challenge Rating:
|
8 |
Treasure:
|
Standard |
Alignment:
|
Usually lawful evil |
Advancement:
|
10-13 HD (Large); 14-27 HD (Huge) |
Level Adjustment:
|
- |
Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.
Poison (Ex): Injury, Fortitude DC 16 or lapse into a
nightmare-haunted
sleep for 2d4 minutes. The save DC is Constitution-based.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 +
spell level): 0-
daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st-
expeditious retreat, magic missile, ray of enfeeblement, shield, silent image; 2nd-
cat's grace, invisibility, scorching ray; 3rd-
displacement, lightning bolt.
Resistance to
Charm
:
Dark nagas have a +2 racial bonus on
saving throws against all
charm effects (not included in the statistics block).
Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.
|
Large Aberration |
Hit Dice:
|
11d8+44 (93 hp) |
Initiative:
|
+2 |
Speed:
|
40 ft. (8 squares) |
Armor Class:
|
18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 |
Base Attack/Grapple:
|
+8/+17 |
Attack:
|
Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison) |
Full Attack:
|
Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison) |
Space/Reach:
|
10 ft./5 ft. |
Special Attacks:
|
Poison, spit, spells |
Special Qualities:
|
Darkvision 60 ft. |
Saves:
|
Fort +7, Ref +7, Will +11 |
Abilities:
|
Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18 |
Skills:
|
Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13 |
Feats:
|
Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes |
Environment:
|
Temperate plains |
Organization:
|
Solitary or nest (2-4) |
Challenge Rating:
|
10 |
Treasure:
|
Standard |
Alignment:
|
Usually lawful good |
Advancement:
|
12-16 HD (Large); 17-33 HD (Huge) |
Level Adjustment:
|
- |
Poison (Ex): Injury or contact, Fortitude DC 19, initial and secondary
damage 1d10 Con. The save DC is Constitution-based.
Spit (Ex): A
guardian naga can
spit its venom up to 30 feet as a
standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.
Typical Spells Known (6/7/7/7/5; save DC 14 +
spell level): 0-
cure minor wounds, daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st-
cure light wounds, divine favor, expeditious retreat, mage armor, magic missile; 2nd-
detect thoughts, lesser restoration, see invisibility, scorching ray; 3rd-
cure serious wounds, dispel magic, lightning bolt; 4th-
divine power, greater invisibility.
|
Large Aberration |
Hit Dice:
|
9d8+36 (76 hp) |
Initiative:
|
+1 |
Speed:
|
40 ft. (8 squares) |
Armor Class:
|
16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 |
Base Attack/Grapple:
|
+6/+14 |
Attack:
|
Bite +9 melee (2d6+6 plus poison) |
Full Attack:
|
Bite +9 melee (2d6+6 plus poison) |
Space/Reach:
|
10 ft./5 ft. |
Special Attacks:
|
Charming gaze, poison, spells |
Special Qualities:
|
Darkvision 60 ft. |
Saves:
|
Fort +7, Ref +6, Will +9 |
Abilities:
|
Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17 |
Skills:
|
Concentration +13, Listen +14, Spellcraft +10, Spot +14 |
Feats:
|
Ability Focus (charming gaze), Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes |
Environment:
|
Temperate marshes |
Organization:
|
Solitary or nest (2-4) |
Challenge Rating:
|
9 |
Treasure:
|
Standard |
Alignment:
|
Usually chaotic evil |
Advancement:
|
10-13 HD (Large); 14-27 HD (Huge) |
Level Adjustment:
|
- |
Spirit nagas meet foes boldly so as to use their
gaze attacks to best effect. They quickly slither forward to bite foes that avert their eyes.
Charming Gaze (Su): As
charm person, 30 feet, Will DC 19 negates. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 18, initial and secondary
damage 1d8 Con. The save DC is Constitution-based.
Typical Spells Known (6/7/7/5; save DC 13 +
spell level): 0-
cure minor wounds, daze, detect magic, mage hand, open/close, ray of frost, read magic; 1st-
charm person, cure light wounds, divine favor, magic missile, shield of faith; 2nd-
cat's grace, invisibility, summon swarm; 3rd-
displacement, fireball.
|
Large Aberration (Aquatic) |
Hit Dice:
|
7d8+28 (59 hp) |
Initiative:
|
+1 |
Speed:
|
30 ft. (6 squares), swim 50 ft. |
Armor Class:
|
15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 |
Base Attack/Grapple:
|
+5/+12 |
Attack:
|
Bite +7 melee (2d6+4 plus poison) |
Full Attack:
|
Bite +7 melee (2d6+4 plus poison) |
Space/Reach:
|
10 ft./5 ft. |
Special Attacks:
|
Poison, spells |
Special Qualities:
|
Darkvision 60 ft. |
Saves:
|
Fort +6, Ref +5, Will +8 |
Abilities:
|
Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15 |
Skills:
|
Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11 |
Feats:
|
Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes |
Environment:
|
Temperate aquatic |
Organization:
|
Solitary, pair, or nest (3-4) |
Challenge Rating:
|
7 |
Treasure:
|
Standard |
Alignment:
|
Usually neutral |
Advancement:
|
8-10 HD (Large); 11-21 HD (Huge) |
Level Adjustment:
|
- |
Water nagas prefer to stay mostly concealed in a body of water while they launch a
spell attack.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary
damage 1d8 Con. The save DC is Constitution-based.
Typical Sorcerer Spells Known (6/7/7/4; save DC 12 +
spell level): 0-
acid splash, daze, detect magic, light, mage hand, open/close, read magic; 1st-
expeditious retreat, magic missile, obscuring mist, shield, true strike; 2nd-
invisibility, acid arrow, mirror image; 3rd-
protection from energy, suggestion.
Skills: A
water naga has a +8 racial bonus on any
Swim check to
perform some special action or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use the
run action while swimming, provided it swims in a straight line.
Find topic in: Epic |
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