SRD:Spirit Naga

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SPIRIT NAGA

Size/Type: 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 speak Abyssal and Common.

COMBAT

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.

Spells: Spirit nagas cast spells as 7th-level sorcerers, and can also cast spells from the cleric spell list and from the Chaos and Evil domains as arcane spells. The cleric spells and domain spells are considered arcane spells for a spirit naga, meaning that the creature does not need a divine focus to cast them.

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.

SEE WIKIPEDIA ENTRY: Naga



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