Name | Dark Naga |
---|---|
Sorted Name | Dark Naga |
Family | Naga |
Size and Type | Large Aberration |
Hit Dice Count | 9 |
Hit Dice | 9d8+18 (58 hp) |
Random Hit Points | 9d8+18 - 18 |
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, Lightning Reflexes |
Bonus Feats | Eschew Materials |
Environment | Temperate hills |
Challenge Rating | 8 |
Organization | Solitary or nest (2-4) |
Treasure | Standard |
Alignment | Usually lawful evil |
Advancement | 10-13 HD (Large); 14-27 HD (Huge) |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Dark naga; CR 8; Large aberration; HD 9d8+18; hp 58; Init +2; Spd 40 ft. (8 squares); AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +6; Grp +12; Atk +7 melee (2d4+2 plus poison, sting); Full Atk +7 melee (2d4+2 plus poison, sting) and +2 melee (1d4+1, bite); Space/Reach 10 ft./5 ft.; SA Poison, spells; SQ Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm; AL LE; SV Fort +5, Ref +7, Will +8; Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17 Skills and Feats: Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11; Alertness, Combat Casting, Dodge, Eschew Materials, Lightning Reflexes |
Dark Naga
Dark nagas speak Common and Infernal. CombatDark 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. Spells: Dark nagas cast spells as 7th-level sorcerers. 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). Detect Thoughts (Su): A dark naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 15 negates). This ability is always active. The save DC is Charisma-based. Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Sting +7 melee (2d4+2 plus poison), or Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)
feats: ALERTNESS, COMBAT CASTING, DODGE, LIGHTNING REFLEXES, ESCHEW MATERIALS,