SRD:Guardian Naga
This material is published under the OGL 1.0a. |
GUARDIAN NAGA
Size/Type: | Large Aberration |
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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: | — |
Guardian nagas speak Celestial and Common.
COMBAT
Guardian nagas usually warn off intruders before attacking. If the warning is ignored, they may begin a spell assault or spit poison.
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.
Spells: Guardian nagas cast spells as 9th-level sorcerers, and can also cast spells from the cleric list and from the Good and Law domains. The cleric spells and cleric domains are considered arcane spells for a guardian naga, meaning that the creature does not need a divine focus to cast them.
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.
SEE WIKIPEDIA ENTRY: Naga
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