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Naga, Dark

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A sharp-featured humanoid head crowns the powerful, sinuous body of this snake-like monstrosity.

Dark Naga CR 8

XP 4,800
LE Large aberration
Init +5; Senses darkvision 60 ft., detect thoughts; Perception +19

DEFENSE

AC 22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 natural, –1 size)
hp 85 (10d8+40)
Fort +7, Ref +10, Will +9 (+11 vs. charm effects)
Defensive Abilities guarded thoughts; Immune poison

OFFENSE

Speed 40 ft.
Melee bite +8 (1d4+2), sting +8 (2d4+2 plus poison)
Space 10 ft.; Reach 5 ft.
Spells Known (CL 7th)

3rd (5/day)—displacement, lightning bolt (DC 16)
2nd (7/day)—cat's grace, invisibility, scorching ray
1st (7/day)—expeditious retreat, magic missile, ray of enfeeblement (DC 14), shield, silent image
0 (at will)—daze, detect magic, light, mage hand, open/close, ray of frost, read magic

STATISTICS

Str 14, Dex 21, Con 18, Int 16, Wis 15, Cha 17
Base Atk +7; CMB +10; CMD 26 (can't be tripped)
Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes, Stealthy
Skills Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, Intimidate +12, Knowledge (arcana) +13, Perception +19, Sense Motive +10, Spellcraft +12, Stealth +18
Languages Common, Infernal

SPECIAL ABILITIES

Detect Thoughts (Su)

A dark naga can continuously use detect thoughts as per the spell (caster level 9th; Will DC 18 negates). The save DC is Charisma-based.

Guarded Thoughts (Ex)

Dark nagas are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.

Poison (Ex)

Sting—injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.

Spells

Dark nagas cast spells as 7th-level sorcerers.